diff options
author | Tim Rowley <[email protected]> | 2017-06-07 13:32:11 -0500 |
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committer | Tim Rowley <[email protected]> | 2017-06-16 16:20:16 -0500 |
commit | 3695c8ec1e9dc5d5a9bd834aad5d3dad0a22b01a (patch) | |
tree | 690df8c322f3d0b534578824d114b883e2e8aba2 /src | |
parent | b7eb86c617ee8f73b552dc64a6d776d26672c38f (diff) |
swr/rast: Fix early z / query interaction
For certain cases, we perform early z for optimization. The GL_SAMPLES_PASSED
query was providing erroneous results because we were counting the number
of samples passed before the fragment shader, which did not work if the
fragment shader contained a discard.
Account properly for discard and early z, by anding the zpass mask with
the post fragment shader active mask, after the fragment shader.
Fixes the following piglit tests:
- occlusion-query-discard
- occlusion_query_meta_fragments
Reviewed-by: Bruce Cherniak <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/drivers/swr/rasterizer/core/backend.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/gallium/drivers/swr/rasterizer/core/backend.cpp b/src/gallium/drivers/swr/rasterizer/core/backend.cpp index 16698ef08f9..ca9a8b40449 100644 --- a/src/gallium/drivers/swr/rasterizer/core/backend.cpp +++ b/src/gallium/drivers/swr/rasterizer/core/backend.cpp @@ -593,6 +593,10 @@ void BackendSingleSample(DRAW_CONTEXT *pDC, uint32_t workerId, uint32_t x, uint3 pDepthBuffer, depthPassMask, vCoverageMask, pStencilBuffer, stencilPassMask); goto Endtile; } + } else { + // for early z, consolidate discards from shader + // into depthPassMask + depthPassMask = _simd_and_ps(depthPassMask, vCoverageMask); } uint32_t statMask = _simd_movemask_ps(depthPassMask); |