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-rw-r--r--src/gallium/drivers/vc4/vc4_context.h2
-rw-r--r--src/gallium/drivers/vc4/vc4_emit.c6
-rw-r--r--src/gallium/drivers/vc4/vc4_program.c5
3 files changed, 11 insertions, 2 deletions
diff --git a/src/gallium/drivers/vc4/vc4_context.h b/src/gallium/drivers/vc4/vc4_context.h
index 751f0437807..b656539611c 100644
--- a/src/gallium/drivers/vc4/vc4_context.h
+++ b/src/gallium/drivers/vc4/vc4_context.h
@@ -142,6 +142,8 @@ struct vc4_compiled_shader {
/** bitmask of which inputs are color inputs, for flat shade handling. */
uint32_t color_inputs;
+ bool disable_early_z;
+
uint8_t num_inputs;
/* Byte offsets for the start of the vertex attributes 0-7, and the
diff --git a/src/gallium/drivers/vc4/vc4_emit.c b/src/gallium/drivers/vc4/vc4_emit.c
index 5d647977755..8b192da47f2 100644
--- a/src/gallium/drivers/vc4/vc4_emit.c
+++ b/src/gallium/drivers/vc4/vc4_emit.c
@@ -71,7 +71,9 @@ vc4_emit_state(struct pipe_context *pctx)
vc4->draw_max_y = MAX2(vc4->draw_max_y, maxy);
}
- if (vc4->dirty & (VC4_DIRTY_RASTERIZER | VC4_DIRTY_ZSA)) {
+ if (vc4->dirty & (VC4_DIRTY_RASTERIZER |
+ VC4_DIRTY_ZSA |
+ VC4_DIRTY_COMPILED_FS)) {
uint8_t ez_enable_mask_out = ~0;
/* HW-2905: If the RCL ends up doing a full-res load when
@@ -83,7 +85,7 @@ vc4_emit_state(struct pipe_context *pctx)
* was seeing bad rendering on glxgears -samples 4 even in
* that case.
*/
- if (vc4->msaa)
+ if (vc4->msaa || vc4->prog.fs->disable_early_z)
ez_enable_mask_out &= ~VC4_CONFIG_BITS_EARLY_Z;
cl_u8(&bcl, VC4_PACKET_CONFIGURATION_BITS);
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index 4ee49a258f1..9057b86068e 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -2253,6 +2253,11 @@ vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage,
shader->input_slots[shader->num_inputs] = *slot;
shader->num_inputs++;
}
+
+ /* Note: the temporary clone in c->s has been freed. */
+ nir_shader *orig_shader = key->shader_state->base.ir.nir;
+ if (orig_shader->info.outputs_written & (1 << FRAG_RESULT_DEPTH))
+ shader->disable_early_z = true;
} else {
shader->num_inputs = c->num_inputs;