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radeonsi: disable early Z if the fragment shader writes to memory
Empirically, both the EXEC_ON_* flags and LATE_Z are necessary. Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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1 changed files with 12 additions and 2 deletions
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@ -794,9 +794,15 @@ static void si_shader_ps(struct si_shader *shader)
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* - the shader uses at least 2 VMEM instructions, or
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* - the code size is at least 50 2-dword instructions or 100 1-dword
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* instructions.
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*
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* Shaders with side effects that must execute independently of the
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* depth test require LATE_Z.
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*/
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if (info->num_memory_instructions >= 2 ||
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shader->binary.code_size > 100*4)
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if (info->writes_memory &&
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!info->properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
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shader->z_order = V_02880C_LATE_Z;
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else if (info->num_memory_instructions >= 2 ||
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shader->binary.code_size > 100*4)
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shader->z_order = V_02880C_EARLY_Z_THEN_RE_Z;
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else
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shader->z_order = V_02880C_EARLY_Z_THEN_LATE_Z;
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@ -1182,6 +1188,10 @@ static void *si_create_shader_selector(struct pipe_context *ctx,
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if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
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sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1);
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if (sel->info.writes_memory)
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sel->db_shader_control |= S_02880C_EXEC_ON_HIER_FAIL(1) |
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S_02880C_EXEC_ON_NOOP(1);
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/* Compile the main shader part for use with a prolog and/or epilog. */
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if (sel->type != PIPE_SHADER_GEOMETRY &&
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!sscreen->use_monolithic_shaders) {
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