diff options
author | Samuel Pitoiset <[email protected]> | 2019-09-18 15:43:13 +0200 |
---|---|---|
committer | Samuel Pitoiset <[email protected]> | 2019-10-02 19:31:51 +0200 |
commit | b8fe6189a97922d1bc0f3ee70125a1200c61c9ea (patch) | |
tree | 933faffe21d147f4037dc481c794cb3f0d13c3b4 | |
parent | e19d1ee2d1f0567512c831d02fafb625bbbddbd8 (diff) |
radv: rework the slow depthstencil clear to write depth from PS
Make sure to export the expected clear values to the depth
stencil attachment.
This fixes dEQP-VK.pipeline.depth_range_unrestricted.* on GFX10.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
-rw-r--r-- | src/amd/vulkan/radv_meta_clear.c | 18 |
1 files changed, 12 insertions, 6 deletions
diff --git a/src/amd/vulkan/radv_meta_clear.c b/src/amd/vulkan/radv_meta_clear.c index 36606334d8e..83bf45fb4cc 100644 --- a/src/amd/vulkan/radv_meta_clear.c +++ b/src/amd/vulkan/radv_meta_clear.c @@ -486,15 +486,21 @@ build_depthstencil_shader(struct nir_shader **out_vs, struct nir_shader **out_fs "gl_Position"); vs_out_pos->data.location = VARYING_SLOT_POS; - nir_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(vs_b.shader, nir_intrinsic_load_push_constant); + nir_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(fs_b.shader, nir_intrinsic_load_push_constant); nir_intrinsic_set_base(in_color_load, 0); nir_intrinsic_set_range(in_color_load, 4); - in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&vs_b, 0)); + in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&fs_b, 0)); in_color_load->num_components = 1; nir_ssa_dest_init(&in_color_load->instr, &in_color_load->dest, 1, 32, "depth value"); - nir_builder_instr_insert(&vs_b, &in_color_load->instr); + nir_builder_instr_insert(&fs_b, &in_color_load->instr); - nir_ssa_def *outvec = radv_meta_gen_rect_vertices_comp2(&vs_b, &in_color_load->dest.ssa); + nir_variable *fs_out_depth = + nir_variable_create(fs_b.shader, nir_var_shader_out, + glsl_int_type(), "f_depth"); + fs_out_depth->data.location = FRAG_RESULT_DEPTH; + nir_store_var(&fs_b, fs_out_depth, &in_color_load->dest.ssa, 0x1); + + nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&vs_b); nir_store_var(&vs_b, vs_out_pos, outvec, 0xf); const struct glsl_type *layer_type = glsl_int_type(); @@ -751,7 +757,7 @@ emit_depthstencil_clear(struct radv_cmd_buffer *cmd_buffer, radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer), device->meta_state.clear_depth_p_layout, - VK_SHADER_STAGE_VERTEX_BIT, 0, 4, + VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4, &clear_value.depth); uint32_t prev_reference = cmd_buffer->state.dynamic.stencil_reference.front; @@ -1239,7 +1245,7 @@ radv_device_init_meta_clear_state(struct radv_device *device, bool on_demand) .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, .setLayoutCount = 0, .pushConstantRangeCount = 1, - .pPushConstantRanges = &(VkPushConstantRange){VK_SHADER_STAGE_VERTEX_BIT, 0, 4}, + .pPushConstantRanges = &(VkPushConstantRange){VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4}, }; res = radv_CreatePipelineLayout(radv_device_to_handle(device), |