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anv: move force shading rate writes checks
With variable fragment shading rate, the last pre-rasterization stage is responsible to write the shading rate value. The current checks is as follow : If the fragment shader can be dispatched at variable shading rate, look for the last pre-raster stage to force the write. We change this to : If we're the last pre-raster stage, force the write. That way this works for pre-rasterization shaders compiled without a fragment shader. Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15637>
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1 changed files with 19 additions and 10 deletions
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@ -438,8 +438,7 @@ populate_gs_prog_key(const struct anv_device *device,
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}
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static bool
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pipeline_has_coarse_pixel(const struct anv_graphics_base_pipeline *pipeline,
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const BITSET_WORD *dynamic,
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pipeline_has_coarse_pixel(const BITSET_WORD *dynamic,
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const struct vk_multisample_state *ms,
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const struct vk_fragment_shading_rate_state *fsr)
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{
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@ -569,7 +568,7 @@ populate_wm_prog_key(const struct anv_graphics_base_pipeline *pipeline,
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key->coarse_pixel =
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!key->persample_interp &&
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device->vk.enabled_extensions.KHR_fragment_shading_rate &&
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pipeline_has_coarse_pixel(pipeline, dynamic, ms, fsr);
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pipeline_has_coarse_pixel(dynamic, ms, fsr);
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}
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static void
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@ -1826,19 +1825,26 @@ anv_graphics_pipeline_compile(struct anv_graphics_base_pipeline *pipeline,
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prev_stage = stage;
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}
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/* In the case the platform can write the primitive variable shading rate,
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/* In the case the platform can write the primitive variable shading rate
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* and KHR_fragment_shading_rate is enabled :
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* - there can be a fragment shader but we don't have it yet
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* - the fragment shader needs fragment shading rate
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*
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* figure out the last geometry stage that should write the primitive
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* shading rate, and ensure it is marked as used there. The backend will
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* write a default value if the shader doesn't actually write it.
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*
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* We iterate backwards in the stage and stop on the first shader that can
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* set the value.
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*
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* Don't apply this to MESH stages, as this is a per primitive thing.
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*/
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if (devinfo->has_coarse_pixel_primitive_and_cb &&
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stages[MESA_SHADER_FRAGMENT].info &&
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stages[MESA_SHADER_FRAGMENT].key.wm.coarse_pixel &&
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!stages[MESA_SHADER_FRAGMENT].nir->info.fs.uses_sample_shading &&
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stages[MESA_SHADER_MESH].info == NULL) {
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device->vk.enabled_extensions.KHR_fragment_shading_rate &&
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pipeline_has_coarse_pixel(state->dynamic, state->ms, state->fsr) &&
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(!stages[MESA_SHADER_FRAGMENT].info ||
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stages[MESA_SHADER_FRAGMENT].key.wm.coarse_pixel) &&
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stages[MESA_SHADER_MESH].nir == NULL) {
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struct anv_pipeline_stage *last_psr = NULL;
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for (unsigned i = 0; i < ARRAY_SIZE(graphics_shader_order); i++) {
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@ -1853,8 +1859,11 @@ anv_graphics_pipeline_compile(struct anv_graphics_base_pipeline *pipeline,
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break;
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}
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assert(last_psr);
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last_psr->nir->info.outputs_written |= VARYING_BIT_PRIMITIVE_SHADING_RATE;
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/* Only set primitive shading rate if there is a pre-rasterization
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* shader in this pipeline/pipeline-library.
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*/
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if (last_psr)
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last_psr->nir->info.outputs_written |= VARYING_BIT_PRIMITIVE_SHADING_RATE;
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}
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prev_stage = NULL;
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