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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 /src/intel/vulkan/genX_pipeline.c
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]>
Diffstat (limited to 'src/intel/vulkan/genX_pipeline.c')
-rw-r--r--src/intel/vulkan/genX_pipeline.c27
1 files changed, 18 insertions, 9 deletions
diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c
index 0ae9ead5874..cfc3bea4265 100644
--- a/src/intel/vulkan/genX_pipeline.c
+++ b/src/intel/vulkan/genX_pipeline.c
@@ -1330,7 +1330,8 @@ emit_3dstate_gs(struct anv_pipeline *pipeline)
}
static bool
-has_color_buffer_write_enabled(const struct anv_pipeline *pipeline)
+has_color_buffer_write_enabled(const struct anv_pipeline *pipeline,
+ const VkPipelineColorBlendStateCreateInfo *blend)
{
const struct anv_shader_bin *shader_bin =
pipeline->shaders[MESA_SHADER_FRAGMENT];
@@ -1339,10 +1340,15 @@ has_color_buffer_write_enabled(const struct anv_pipeline *pipeline)
const struct anv_pipeline_bind_map *bind_map = &shader_bin->bind_map;
for (int i = 0; i < bind_map->surface_count; i++) {
- if (bind_map->surface_to_descriptor[i].set !=
- ANV_DESCRIPTOR_SET_COLOR_ATTACHMENTS)
+ struct anv_pipeline_binding *binding = &bind_map->surface_to_descriptor[i];
+
+ if (binding->set != ANV_DESCRIPTOR_SET_COLOR_ATTACHMENTS)
continue;
- if (bind_map->surface_to_descriptor[i].index != UINT32_MAX)
+
+ const VkPipelineColorBlendAttachmentState *a =
+ &blend->pAttachments[binding->index];
+
+ if (binding->index != UINT32_MAX && a->colorWriteMask != 0)
return true;
}
@@ -1351,6 +1357,7 @@ has_color_buffer_write_enabled(const struct anv_pipeline *pipeline)
static void
emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
+ const VkPipelineColorBlendStateCreateInfo *blend,
const VkPipelineMultisampleStateCreateInfo *multisample)
{
const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
@@ -1395,7 +1402,7 @@ emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
if (wm.PixelShaderComputedDepthMode != PSCDEPTH_OFF ||
wm_prog_data->has_side_effects ||
wm.PixelShaderKillsPixel ||
- has_color_buffer_write_enabled(pipeline))
+ has_color_buffer_write_enabled(pipeline, blend))
wm.ThreadDispatchEnable = true;
if (samples > 1) {
@@ -1520,7 +1527,8 @@ emit_3dstate_ps(struct anv_pipeline *pipeline,
#if GEN_GEN >= 8
static void
emit_3dstate_ps_extra(struct anv_pipeline *pipeline,
- struct anv_subpass *subpass)
+ struct anv_subpass *subpass,
+ const VkPipelineColorBlendStateCreateInfo *blend)
{
const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
@@ -1575,7 +1583,7 @@ emit_3dstate_ps_extra(struct anv_pipeline *pipeline,
* attachments, we need to force-enable here.
*/
if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
- !has_color_buffer_write_enabled(pipeline))
+ !has_color_buffer_write_enabled(pipeline, blend))
ps.PixelShaderHasUAV = true;
#if GEN_GEN >= 9
@@ -1705,10 +1713,11 @@ genX(graphics_pipeline_create)(
emit_3dstate_hs_te_ds(pipeline, pCreateInfo->pTessellationState);
emit_3dstate_gs(pipeline);
emit_3dstate_sbe(pipeline);
- emit_3dstate_wm(pipeline, subpass, pCreateInfo->pMultisampleState);
+ emit_3dstate_wm(pipeline, subpass, pCreateInfo->pColorBlendState,
+ pCreateInfo->pMultisampleState);
emit_3dstate_ps(pipeline, pCreateInfo->pColorBlendState);
#if GEN_GEN >= 8
- emit_3dstate_ps_extra(pipeline, subpass);
+ emit_3dstate_ps_extra(pipeline, subpass, pCreateInfo->pColorBlendState);
emit_3dstate_vf_topology(pipeline);
#endif
emit_3dstate_vf_statistics(pipeline);