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radv: fix occlusion queries with MSAA and no attachments
The number of samples should be the rasterization samples and not the framebuffer samples. Fixes recent dEQP-VK.query_pool.occlusion_query.no_attachments_*. Cc: mesa-stable Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28198>
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4 changed files with 4 additions and 8 deletions
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@ -3763,7 +3763,8 @@ radv_flush_occlusion_query_state(struct radv_cmd_buffer *cmd_buffer)
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if (!enable_occlusion_queries) {
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db_count_control = S_028004_ZPASS_INCREMENT_DISABLE(gfx_level < GFX11);
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} else {
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uint32_t sample_rate = util_logbase2(cmd_buffer->state.render.max_samples);
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const uint32_t rasterization_samples = radv_get_rasterization_samples(cmd_buffer);
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const uint32_t sample_rate = util_logbase2(rasterization_samples);
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bool gfx10_perfect =
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gfx_level >= GFX10 && (cmd_buffer->state.perfect_occlusion_queries_enabled ||
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cmd_buffer->state.inherited_query_control_flags & VK_QUERY_CONTROL_PRECISE_BIT);
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@ -9279,7 +9280,8 @@ radv_emit_all_graphics_states(struct radv_cmd_buffer *cmd_buffer, const struct r
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if (cmd_buffer->state.dirty & RADV_CMD_DIRTY_SHADER_QUERY)
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radv_flush_shader_query_state(cmd_buffer);
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if (cmd_buffer->state.dirty & RADV_CMD_DIRTY_OCCLUSION_QUERY)
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if (cmd_buffer->state.dirty & (RADV_CMD_DIRTY_OCCLUSION_QUERY | RADV_CMD_DIRTY_DYNAMIC_RASTERIZATION_SAMPLES |
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RADV_CMD_DIRTY_DYNAMIC_PRIMITIVE_TOPOLOGY))
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radv_flush_occlusion_query_state(cmd_buffer);
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if ((cmd_buffer->state.dirty &
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@ -15,8 +15,6 @@ spec@arb_framebuffer_object@fbo-blit-scaled-linear,Fail
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spec@arb_bindless_texture@compiler@samplers@arith-bound-sampler-texture2d.frag,Crash
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spec@arb_framebuffer_no_attachments@arb_framebuffer_no_attachments-query,Fail
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spec@arb_framebuffer_no_attachments@arb_framebuffer_no_attachments-query@MS8,Fail
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spec@arb_gpu_shader_fp64@execution@arb_gpu_shader_fp64-tf-separate,Fail
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spec@arb_gpu_shader_fp64@execution@conversion@frag-conversion-explicit-dmat2-mat2,Fail
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spec@arb_gpu_shader_fp64@execution@conversion@frag-conversion-explicit-dmat2x3-mat2x3,Fail
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@ -15,8 +15,6 @@ spec@arb_framebuffer_object@fbo-blit-scaled-linear,Fail
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spec@arb_bindless_texture@compiler@samplers@arith-bound-sampler-texture2d.frag,Crash
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spec@arb_framebuffer_no_attachments@arb_framebuffer_no_attachments-query,Fail
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spec@arb_framebuffer_no_attachments@arb_framebuffer_no_attachments-query@MS8,Fail
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spec@arb_gpu_shader_fp64@execution@arb_gpu_shader_fp64-tf-separate,Fail
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spec@arb_gpu_shader_fp64@execution@conversion@frag-conversion-explicit-dmat2-mat2,Fail
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spec@arb_gpu_shader_fp64@execution@conversion@frag-conversion-explicit-dmat2x3-mat2x3,Fail
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@ -15,8 +15,6 @@ spec@arb_framebuffer_object@fbo-blit-scaled-linear,Fail
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spec@arb_bindless_texture@compiler@samplers@arith-bound-sampler-texture2d.frag,Crash
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spec@arb_framebuffer_no_attachments@arb_framebuffer_no_attachments-query,Fail
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spec@arb_framebuffer_no_attachments@arb_framebuffer_no_attachments-query@MS8,Fail
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spec@arb_gpu_shader_fp64@execution@arb_gpu_shader_fp64-tf-separate,Fail
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spec@arb_gpu_shader_fp64@execution@conversion@frag-conversion-explicit-dmat2-mat2,Fail
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spec@arb_gpu_shader_fp64@execution@conversion@frag-conversion-explicit-dmat2x3-mat2x3,Fail
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