anv: do not get rid of empty/useless fragment shaders

This was an optimization done a while ago that doesn't seem to be having
much of an impact anymore, and on the other hand, causes all sorts of
breakage with queries, as many of our HW counters don't get incremented
when rasterization is disabled.

This fixes a bunch of issues Zink has with ANV, but more importantly, it
fixes upcoming CTS tests:
dEQP-VK.transform_feedback.primitives_generated_query.*.empty_frag.*
dEQP-VK.transform_feedback.primitives_generated_query.*.no_attachment.*
dEQP-VK.transform_feedback.primitives_generated_query.*.color_write_disable_*

Cc: mesa-stable

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17038>
This commit is contained in:
Iván Briano 2022-06-14 12:57:20 -07:00 committed by Marge Bot
parent 10f6191fb5
commit 4666ef720e
2 changed files with 0 additions and 70 deletions

View file

@ -1,32 +1,2 @@
# 6205
KHR-GL46.geometry_shader.primitive_queries.primitive_queries_lines,Fail
KHR-GL46.geometry_shader.primitive_queries.primitive_queries_points,Fail
KHR-GL46.geometry_shader.primitive_queries.primitive_queries_triangles,Fail
KHR-GL46.tessellation_shader.single.xfb_captures_data_from_correct_stage,Fail
KHR-GL46.tessellation_shader.tessellation_control_to_tessellation_evaluation.data_pass_through,Fail
KHR-GL46.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_MaxPatchVertices_Position_PointSize,Fail
KHR-GL46.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_tessLevel,Fail
KHR-GL46.tessellation_shader.tessellation_invariance.invariance_rule1,Fail
KHR-GL46.tessellation_shader.tessellation_invariance.invariance_rule2,Fail
KHR-GL46.tessellation_shader.tessellation_invariance.invariance_rule3,Fail
KHR-GL46.tessellation_shader.tessellation_invariance.invariance_rule4,Fail
KHR-GL46.tessellation_shader.tessellation_invariance.invariance_rule5,Fail
KHR-GL46.tessellation_shader.tessellation_invariance.invariance_rule6,Fail
KHR-GL46.tessellation_shader.tessellation_invariance.invariance_rule7,Fail
KHR-GL46.tessellation_shader.tessellation_shader_point_mode.points_verification,Fail
KHR-GL46.tessellation_shader.tessellation_shader_quads_tessellation.degenerate_case,Fail
KHR-GL46.tessellation_shader.tessellation_shader_quads_tessellation.inner_tessellation_level_rounding,Fail
KHR-GL46.tessellation_shader.tessellation_shader_tessellation.TCS_TES,Fail
KHR-GL46.tessellation_shader.tessellation_shader_tessellation.TES,Fail
KHR-GL46.tessellation_shader.tessellation_shader_tessellation.gl_InvocationID_PatchVerticesIn_PrimitiveID,Fail
KHR-GL46.tessellation_shader.tessellation_shader_triangles_tessellation.identical_triangles,Fail
KHR-GL46.tessellation_shader.tessellation_shader_triangles_tessellation.inner_tessellation_level_rounding,Fail
KHR-GL46.tessellation_shader.vertex.vertex_ordering,Fail
KHR-GL46.tessellation_shader.vertex.vertex_spacing,Fail
KHR-GL46.transform_feedback_overflow_query_ARB.advanced-single-stream-interleaved-attribs,Fail
KHR-GL46.transform_feedback_overflow_query_ARB.advanced-single-stream-separate-attribs,Fail
KHR-GL46.transform_feedback_overflow_query_ARB.basic-single-stream-interleaved-attribs,Fail
KHR-GL46.transform_feedback_overflow_query_ARB.basic-single-stream-separate-attribs,Fail
KHR-GL46.transform_feedback_overflow_query_ARB.multiple-streams-multiple-buffers-per-stream,Fail
KHR-GL46.transform_feedback_overflow_query_ARB.multiple-streams-one-buffer-per-stream,Fail

View file

@ -1847,46 +1847,6 @@ anv_pipeline_compile_graphics(struct anv_graphics_pipeline *pipeline,
done:
if (pipeline->shaders[MESA_SHADER_FRAGMENT] != NULL) {
struct anv_shader_bin *fs = pipeline->shaders[MESA_SHADER_FRAGMENT];
const struct brw_wm_prog_data *wm_prog_data =
brw_wm_prog_data_const(fs->prog_data);
if (wm_prog_data->color_outputs_written == 0 &&
!wm_prog_data->has_side_effects &&
!wm_prog_data->uses_omask &&
!wm_prog_data->uses_kill &&
wm_prog_data->computed_depth_mode == BRW_PSCDEPTH_OFF &&
!wm_prog_data->computed_stencil &&
fs->xfb_info == NULL) {
/* This can happen if we decided to implicitly disable the fragment
* shader. See anv_pipeline_compile_fs().
*/
anv_shader_bin_unref(pipeline->base.device, fs);
pipeline->shaders[MESA_SHADER_FRAGMENT] = NULL;
pipeline->active_stages &= ~VK_SHADER_STAGE_FRAGMENT_BIT;
/* The per-SIMD size fragment shaders should be last in the
* executables array. Remove all of them.
*/
ASSERTED unsigned removed = 0;
util_dynarray_foreach_reverse(&pipeline->base.executables,
struct anv_pipeline_executable,
tail) {
/* There must be at least one fragment shader. */
assert(removed > 0 || tail->stage == MESA_SHADER_FRAGMENT);
if (tail->stage != MESA_SHADER_FRAGMENT)
break;
(void) util_dynarray_pop(&pipeline->base.executables,
struct anv_pipeline_executable);
removed++;
}
}
}
pipeline_feedback.duration = os_time_get_nano() - pipeline_start;
const VkPipelineCreationFeedbackCreateInfo *create_feedback =