diff options
author | Nicolai Hähnle <[email protected]> | 2016-03-15 20:58:12 -0500 |
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committer | Nicolai Hähnle <[email protected]> | 2016-03-21 15:34:25 -0500 |
commit | 6f942ac5eedec5b5517618c52434d7c0794163c2 (patch) | |
tree | 33ab2cfc36644cb8adb0d847816cf273adf6c190 | |
parent | 79762e877cd9b439d5f7697d3fea8d930ab05646 (diff) |
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 <[email protected]>
-rw-r--r-- | src/gallium/drivers/radeonsi/si_state_shaders.c | 14 |
1 files changed, 12 insertions, 2 deletions
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c index d69bb2e317a..02489583423 100644 --- a/src/gallium/drivers/radeonsi/si_state_shaders.c +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c @@ -794,9 +794,15 @@ static void si_shader_ps(struct si_shader *shader) * - the shader uses at least 2 VMEM instructions, or * - the code size is at least 50 2-dword instructions or 100 1-dword * instructions. + * + * Shaders with side effects that must execute independently of the + * depth test require LATE_Z. */ - if (info->num_memory_instructions >= 2 || - shader->binary.code_size > 100*4) + if (info->writes_memory && + !info->properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) + shader->z_order = V_02880C_LATE_Z; + else if (info->num_memory_instructions >= 2 || + shader->binary.code_size > 100*4) shader->z_order = V_02880C_EARLY_Z_THEN_RE_Z; else shader->z_order = V_02880C_EARLY_Z_THEN_LATE_Z; @@ -1182,6 +1188,10 @@ static void *si_create_shader_selector(struct pipe_context *ctx, if (sel->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) sel->db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1); + if (sel->info.writes_memory) + sel->db_shader_control |= S_02880C_EXEC_ON_HIER_FAIL(1) | + S_02880C_EXEC_ON_NOOP(1); + /* Compile the main shader part for use with a prolog and/or epilog. */ if (sel->type != PIPE_SHADER_GEOMETRY && !sscreen->use_monolithic_shaders) { |