diff --git a/.pick_status.json b/.pick_status.json index 334507ad35e..6d91a8b0d1f 100644 --- a/.pick_status.json +++ b/.pick_status.json @@ -284,7 +284,7 @@ "description": "intel/fs: fix depth compute state for unchanged depth layout", "nominated": true, "nomination_type": 0, - "resolution": 0, + "resolution": 1, "main_sha": null, "because_sha": null, "notes": null diff --git a/src/intel/compiler/brw_fs.cpp b/src/intel/compiler/brw_fs.cpp index aa01a2241ce..e6a603a9048 100644 --- a/src/intel/compiler/brw_fs.cpp +++ b/src/intel/compiler/brw_fs.cpp @@ -7599,7 +7599,17 @@ computed_depth_mode(const nir_shader *shader) case FRAG_DEPTH_LAYOUT_LESS: return BRW_PSCDEPTH_ON_LE; case FRAG_DEPTH_LAYOUT_UNCHANGED: - return BRW_PSCDEPTH_OFF; + /* We initially set this to OFF, but having the shader write the + * depth means we allocate register space in the SEND message. The + * difference between the SEND register count and the OFF state + * programming makes the HW hang. + * + * Removing the depth writes also leads to test failures. So use + * LesserThanOrEqual, which fits writing the same value + * (unchanged/equal). + * + */ + return BRW_PSCDEPTH_ON_LE; } } return BRW_PSCDEPTH_OFF;