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anv: limit RT writes to number of color outputs
Not doing so crates skews occlusion queries. Fixes Zink's piglit
occlusion_query tests.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: a4f502de32 ("anv: fix VK_DYNAMIC_STATE_COLOR_WRITE_ENABLE_EXT state")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6205
Reviewed-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15740>
This commit is contained in:
parent
76981e5615
commit
5d05ffa465
1 changed files with 7 additions and 4 deletions
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@ -486,8 +486,8 @@ populate_wm_prog_key(const struct anv_graphics_pipeline *pipeline,
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assert(rendering_info->colorAttachmentCount <= MAX_RTS);
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/* Consider all inputs as valid until look at the NIR variables. */
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key->color_outputs_valid = (1u << MAX_RTS) - 1;
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key->nr_color_regions = MAX_RTS;
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key->color_outputs_valid = (1u << rendering_info->colorAttachmentCount) - 1;
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key->nr_color_regions = rendering_info->colorAttachmentCount;
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/* To reduce possible shader recompilations we would need to know if
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* there is a SampleMask output variable to compute if we should emit
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@ -1125,7 +1125,8 @@ anv_pipeline_compile_mesh(const struct brw_compiler *compiler,
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static void
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anv_pipeline_link_fs(const struct brw_compiler *compiler,
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struct anv_pipeline_stage *stage)
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struct anv_pipeline_stage *stage,
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const VkPipelineRenderingCreateInfo *rendering_info)
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{
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/* Initially the valid outputs value is set to all possible render targets
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* valid (see populate_wm_prog_key()), before we look at the shader
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@ -1144,6 +1145,8 @@ anv_pipeline_link_fs(const struct brw_compiler *compiler,
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stage->key.wm.color_outputs_valid |= BITFIELD_RANGE(rt, array_len);
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}
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stage->key.wm.color_outputs_valid &=
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(1u << rendering_info->colorAttachmentCount) - 1;
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stage->key.wm.nr_color_regions =
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util_last_bit(stage->key.wm.color_outputs_valid);
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@ -1682,7 +1685,7 @@ anv_pipeline_compile_graphics(struct anv_graphics_pipeline *pipeline,
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anv_pipeline_link_mesh(compiler, &stages[s], next_stage);
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break;
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case MESA_SHADER_FRAGMENT:
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anv_pipeline_link_fs(compiler, &stages[s]);
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anv_pipeline_link_fs(compiler, &stages[s], rendering_info);
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break;
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default:
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unreachable("Invalid graphics shader stage");
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