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authorSamuel Pitoiset <[email protected]>2019-09-18 15:43:13 +0200
committerSamuel Pitoiset <[email protected]>2019-10-02 19:31:51 +0200
commitb8fe6189a97922d1bc0f3ee70125a1200c61c9ea (patch)
tree933faffe21d147f4037dc481c794cb3f0d13c3b4
parente19d1ee2d1f0567512c831d02fafb625bbbddbd8 (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.c18
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),