diff options
author | Eric Anholt <[email protected]> | 2017-09-28 10:37:02 -0700 |
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committer | Eric Anholt <[email protected]> | 2017-10-10 11:42:05 -0700 |
commit | 732a3a72cb8b5c78e95eee47572701b3f6055c19 (patch) | |
tree | 5953561d0a1a8843e94a020fd87ecc4cf96bf895 /src/broadcom/compiler/v3d_compiler.h | |
parent | 4c4fbab345c164284e62e5e2587382785ade1750 (diff) |
broadcom/compiler: Set up passthrough Z when doing FS discards.
In order to keep early-Z from writing early in a discard shader, you need
to set the "modifies Z" bit in the shader state (which the new
prog_data.discards will indicate). Then, in the shader we do a TLB write
to make Z passthrough happen (the QPU result is ignored, so we use a NULL
source).
Diffstat (limited to 'src/broadcom/compiler/v3d_compiler.h')
-rw-r--r-- | src/broadcom/compiler/v3d_compiler.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h index e0eeefe245a..84957b75124 100644 --- a/src/broadcom/compiler/v3d_compiler.h +++ b/src/broadcom/compiler/v3d_compiler.h @@ -579,6 +579,7 @@ struct v3d_fs_prog_data { BITSET_WORD flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)]; bool writes_z; + bool discard; }; /* Special nir_load_input intrinsic index for loading the current TLB |