broadcom/compiler: Set up passthrough Z when doing FS discards.
In order to keep early-Z from writing early in a discard shader, you need to set the "modifies Z" bit in the shader state (which the new prog_data.discards will indicate). Then, in the shader we do a TLB write to make Z passthrough happen (the QPU result is ignored, so we use a NULL source).
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@@ -1038,6 +1038,17 @@ emit_frag_end(struct v3d_compile *c)
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TLB_TYPE_DEPTH |
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TLB_DEPTH_TYPE_PER_PIXEL |
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0xffffff00);
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} else if (c->s->info.fs.uses_discard) {
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struct qinst *inst = vir_MOV_dest(c,
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vir_reg(QFILE_TLBU, 0),
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vir_reg(QFILE_NULL, 0));
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vir_set_cond(inst, discard_cond);
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inst->src[vir_get_implicit_uniform_src(inst)] =
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vir_uniform_ui(c,
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TLB_TYPE_DEPTH |
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TLB_DEPTH_TYPE_INVARIANT |
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0xffffff00);
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}
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/* XXX: Performance improvement: Merge Z write and color writes TLB
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@@ -579,6 +579,7 @@ struct v3d_fs_prog_data {
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BITSET_WORD flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
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bool writes_z;
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bool discard;
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};
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/* Special nir_load_input intrinsic index for loading the current TLB
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@@ -762,8 +762,9 @@ uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler,
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v3d_set_prog_data(c, &prog_data->base);
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v3d_set_fs_prog_data_inputs(c, prog_data);
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if (c->s->info.outputs_written & (1 << FRAG_RESULT_DEPTH))
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prog_data->writes_z = true;
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prog_data->writes_z = (c->s->info.outputs_written &
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(1 << FRAG_RESULT_DEPTH));
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prog_data->discard = c->s->info.fs.uses_discard;
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return v3d_return_qpu_insts(c, final_assembly_size);
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}
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