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authorKenneth Graunke <[email protected]>2016-03-24 16:21:35 -0700
committerKenneth Graunke <[email protected]>2016-03-28 14:36:47 -0700
commitde505f7d7bfff3fe031242589c8986ded201c837 (patch)
treecccfa09da6f8e01db64495524592f720cc4f36c0 /src/Makefile.am
parent668b6ddfc5cb0b0d7e0e394804d80094e4f8e623 (diff)
i965: Whack UAV bit when FS discards and there are no color writes.
dEQP-GLES31.functional.fbo.no_attachments.* draws a quad with no framebuffer attachments, using a shader that discards based on gl_FragCoord. It uses occlusion queries to inspect whether pixels are rendered or not. Unfortunately, the hardware is not dispatching any pixel shaders, so discards never happen, and the full quad of pixels increments PS_DEPTH_COUNT, making the occlusion query results bogus. To understand why, we have to delve into the WM_INT internal signalling mechanism's formulas. The "WM_INT::Pixel Shader Kill Pixel" signal is defined as: 3DSTATE_WM::ForceKillPixel == ON || (3DSTATE_WM::ForceKillPixel != Off && !WM_INT::WM_HZ_OP && 3DSTATE_WM::EDSC_Mode != PREPS && (WM_INT::Depth Write Enable || WM_INT::Stencil Write Enable) && ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ (3DSTATE_PS_EXTRA::PixelShaderKillsPixels || 3DSTATE_PS_EXTRA:: oMask Present to RenderTarget || 3DSTATE_PS_BLEND::AlphaToCoverageEnable || 3DSTATE_PS_BLEND::AlphaTestEnable || 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable)) Because there is no depth or stencil buffer, writes to those buffers are disabled. So the highlighted condition is false, making the whole "Kill Pixel" condition false. This then feeds into the following "WM_INT::ThreadDispatchEnable" condition: 3DSTATE_WM::ForceThreadDispatch != OFF && !WM_INT::WM_HZ_OP && 3DSTATE_PS_EXTRA::PixelShaderValid && (3DSTATE_PS_EXTRA::PixelShaderHasUAV || WM_INT::Pixel Shader Kill Pixel || WM_INT::RTIndependentRasterizationEnable || (!3DSTATE_PS_EXTRA::PixelShaderDoesNotWriteRT && 3DSTATE_PS_BLEND::HasWriteableRT) || (WM_INT::Pixel Shader Computed Depth Mode != PSCDEPTH_OFF && (WM_INT::Depth Test Enable || WM_INT::Depth Write Enable)) || (3DSTATE_PS_EXTRA::Computed Stencil && WM_INT::Stencil Test Enable) || (3DSTATE_WM::EDSC_Mode == 1 && (WM_INT::Depth Test Enable || WM_INT::Depth Write Enable || WM_INT::Stencil Test Enable))) Given that there's no depth/stencil testing, no writeable render target, and the hardware thinks kill pixel doesn't happen, all of these conditions are false. We have to whack some bit to make PS invocations happen. There are many options. Curro suggested using the UAV bit. There's some precedence in doing that - we set it for fragment shaders that do SSBO/image/atomic writes when no color buffer writes are enabled. We can simply include discard here too. Fixes 64 dEQP-GLES31.functional.fbo.no_attachments.* tests. v2: Add a comment suggested and written by Jason Ekstrand. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Francisco Jerez <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
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