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authorAlex Smith <[email protected]>2018-01-04 18:01:45 +0000
committerAlex Smith <[email protected]>2018-01-05 15:36:22 +0000
commit12f4e00b69e724a23504b7bd3958fb75dc462950 (patch)
tree073ed60a3e320a7fb939027091a303c6242278dc /docs/extensions.html
parent0bd1c4676d93b1baf009e6d9beeedaf49b8e423d (diff)
anv: Take write mask into account in has_color_buffer_write_enabled
If we have a color attachment, but its writes are masked, this would have still returned true. This is inconsistent with how HasWriteableRT in 3DSTATE_PS_BLEND is set, which does take the mask into account. This could lead to PixelShaderHasUAV not being set in 3DSTATE_PS_EXTRA if the fragment shader does use UAVs, meaning the fragment shader may not be invoked because HasWriteableRT is false. Specifically, this was seen to occur when the shader also enables early fragment tests: the fragment shader was not invoked despite passing depth/stencil. Fix by taking the color write mask into account in this function. This is consistent with how things are done on i965. Signed-off-by: Alex Smith <[email protected]> Cc: [email protected] Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Lionel Landwerlin <[email protected]>
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