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agx: fix early-z + discard together
don't trigger tests twice. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26963>
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eab145e223
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2 changed files with 46 additions and 43 deletions
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@ -64,18 +64,14 @@ agx_nir_lower_frag_sidefx(nir_shader *s)
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s->info.outputs_written &
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(BITFIELD64_BIT(FRAG_RESULT_STENCIL) | BITFIELD64_BIT(FRAG_RESULT_DEPTH));
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/* If the shader wants early fragment tests, trigger an early test at the
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* beginning of the shader. This lets us use a Passthrough punch type,
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* instead of Opaque which may result in the shader getting skipped
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* incorrectly and then the side effects not kicking in.
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/* If the shader wants early fragment tests, the sample mask lowering pass
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* will trigger an early test at the beginning of the shader. This lets us
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* use a Passthrough punch type, instead of Opaque which may result in the
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* shader getting skipped incorrectly and then the side effects not kicking
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* in. But this happens there to avoid it happening twice with a discard.
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*/
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if (s->info.fs.early_fragment_tests) {
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nir_function_impl *impl = nir_shader_get_entrypoint(s);
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nir_builder b = nir_builder_at(nir_before_impl(impl));
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nir_sample_mask_agx(&b, nir_imm_intN_t(&b, ALL_SAMPLES, 16),
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nir_imm_intN_t(&b, ALL_SAMPLES, 16));
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return true;
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}
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if (s->info.fs.early_fragment_tests)
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return false;
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/* If depth/stencil feedback is already used, we're done */
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if (writes_zs)
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@ -192,44 +192,51 @@ run_tests_after_last_discard(nir_builder *b)
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}
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}
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static void
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run_tests_at_start(nir_shader *shader)
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{
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nir_function_impl *impl = nir_shader_get_entrypoint(shader);
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nir_builder b = nir_builder_at(nir_before_impl(impl));
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nir_sample_mask_agx(&b, nir_imm_intN_t(&b, ALL_SAMPLES, 16),
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nir_imm_intN_t(&b, ALL_SAMPLES, 16));
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}
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bool
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agx_nir_lower_sample_mask(nir_shader *shader, unsigned nr_samples)
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{
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if (!shader->info.fs.uses_discard)
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return false;
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/* sample_mask can't be used with zs_emit, so lower sample_mask to zs_emit.
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* We ignore depth/stencil writes with early fragment testing though.
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*/
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if (shader->info.outputs_written & (BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
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BITFIELD64_BIT(FRAG_RESULT_STENCIL)) &&
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!shader->info.fs.early_fragment_tests) {
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bool progress = nir_shader_intrinsics_pass(
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shader, lower_sample_mask_to_zs,
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nir_metadata_block_index | nir_metadata_dominance, NULL);
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/* The lowering requires an unconditional depth write. We mark this after
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* lowering so the lowering knows whether there was already a depth write
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*/
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assert(progress && "must have lowered something,given the outputs");
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shader->info.outputs_written |= BITFIELD64_BIT(FRAG_RESULT_DEPTH);
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return true;
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}
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nir_function_impl *impl = nir_shader_get_entrypoint(shader);
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nir_builder b = nir_builder_create(impl);
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/* If we force early fragment testing forced, run tests at the beginning of
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* the shader. Otherwise, run after last discard.
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*/
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if (shader->info.fs.early_fragment_tests) {
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b.cursor = nir_before_impl(impl);
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/* run tests early */
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run_tests_at_start(shader);
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} else if (shader->info.fs.uses_discard) {
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/* sample_mask can't be used with zs_emit, so lower sample_mask to zs_emit.
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* We ignore depth/stencil writes with early fragment testing though.
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*/
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if (shader->info.outputs_written &
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(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
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BITFIELD64_BIT(FRAG_RESULT_STENCIL))) {
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bool progress = nir_shader_intrinsics_pass(
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shader, lower_sample_mask_to_zs,
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nir_metadata_block_index | nir_metadata_dominance, NULL);
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nir_def *all_samples = nir_imm_intN_t(&b, ALL_SAMPLES, 16);
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nir_sample_mask_agx(&b, all_samples, all_samples);
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} else {
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/* The lowering requires an unconditional depth write. We mark this
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* after lowering so the lowering knows whether there was already a
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* depth write
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*/
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assert(progress && "must have lowered something,given the outputs");
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shader->info.outputs_written |= BITFIELD64_BIT(FRAG_RESULT_DEPTH);
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return true;
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}
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nir_function_impl *impl = nir_shader_get_entrypoint(shader);
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nir_builder b = nir_builder_create(impl);
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/* run tests late */
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run_tests_after_last_discard(&b);
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} else {
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/* regular shaders that don't use discard have nothing to lower */
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return false;
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}
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nir_shader_intrinsics_pass(shader, lower_discard_to_sample_mask_0,
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