radv: rework the slow depthstencil clear to write depth from PS
Make sure to export the expected clear values to the depth stencil attachment. This fixes dEQP-VK.pipeline.depth_range_unrestricted.* on GFX10. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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@@ -486,15 +486,21 @@ build_depthstencil_shader(struct nir_shader **out_vs, struct nir_shader **out_fs
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"gl_Position");
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vs_out_pos->data.location = VARYING_SLOT_POS;
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nir_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(vs_b.shader, nir_intrinsic_load_push_constant);
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nir_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(fs_b.shader, nir_intrinsic_load_push_constant);
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nir_intrinsic_set_base(in_color_load, 0);
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nir_intrinsic_set_range(in_color_load, 4);
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in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&vs_b, 0));
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in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&fs_b, 0));
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in_color_load->num_components = 1;
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nir_ssa_dest_init(&in_color_load->instr, &in_color_load->dest, 1, 32, "depth value");
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nir_builder_instr_insert(&vs_b, &in_color_load->instr);
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nir_builder_instr_insert(&fs_b, &in_color_load->instr);
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nir_ssa_def *outvec = radv_meta_gen_rect_vertices_comp2(&vs_b, &in_color_load->dest.ssa);
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nir_variable *fs_out_depth =
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nir_variable_create(fs_b.shader, nir_var_shader_out,
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glsl_int_type(), "f_depth");
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fs_out_depth->data.location = FRAG_RESULT_DEPTH;
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nir_store_var(&fs_b, fs_out_depth, &in_color_load->dest.ssa, 0x1);
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nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&vs_b);
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nir_store_var(&vs_b, vs_out_pos, outvec, 0xf);
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const struct glsl_type *layer_type = glsl_int_type();
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@@ -751,7 +757,7 @@ emit_depthstencil_clear(struct radv_cmd_buffer *cmd_buffer,
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radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer),
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device->meta_state.clear_depth_p_layout,
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VK_SHADER_STAGE_VERTEX_BIT, 0, 4,
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VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4,
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&clear_value.depth);
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uint32_t prev_reference = cmd_buffer->state.dynamic.stencil_reference.front;
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@@ -1239,7 +1245,7 @@ radv_device_init_meta_clear_state(struct radv_device *device, bool on_demand)
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.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
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.setLayoutCount = 0,
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.pushConstantRangeCount = 1,
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.pPushConstantRanges = &(VkPushConstantRange){VK_SHADER_STAGE_VERTEX_BIT, 0, 4},
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.pPushConstantRanges = &(VkPushConstantRange){VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4},
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};
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res = radv_CreatePipelineLayout(radv_device_to_handle(device),
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