Extension('VK_EXT_memory_priority', 1, True),
Extension('VK_EXT_pci_bus_info', 2, True),
Extension('VK_EXT_pipeline_creation_feedback', 1, True),
+ Extension('VK_EXT_post_depth_coverage', 1, 'device->rad_info.chip_class >= GFX10'),
Extension('VK_EXT_queue_family_foreign', 1, True),
Extension('VK_EXT_sample_locations', 1, True),
Extension('VK_EXT_sampler_filter_minmax', 1, 'device->rad_info.chip_class >= GFX7'),
break;
case MESA_SHADER_FRAGMENT:
shader_info->fs.early_fragment_test = nir->info.fs.early_fragment_tests;
+ shader_info->fs.post_depth_coverage = nir->info.fs.post_depth_coverage;
break;
case MESA_SHADER_GEOMETRY:
shader_info->gs.vertices_in = nir->info.gs.vertices_in;
S_02880C_MASK_EXPORT_ENABLE(mask_export_enable) |
S_02880C_Z_ORDER(z_order) |
S_02880C_DEPTH_BEFORE_SHADER(ps->info.fs.early_fragment_test) |
+ S_02880C_PRE_SHADER_DEPTH_COVERAGE_ENABLE(ps->info.fs.post_depth_coverage) |
S_02880C_EXEC_ON_HIER_FAIL(ps->info.info.ps.writes_memory) |
S_02880C_EXEC_ON_NOOP(ps->info.info.ps.writes_memory) |
S_02880C_DUAL_QUAD_DISABLE(disable_rbplus);
.int64_atomics = true,
.multiview = true,
.physical_storage_buffer_address = true,
+ .post_depth_coverage = true,
.runtime_descriptor_array = true,
.shader_viewport_index_layer = true,
.stencil_export = true,
uint32_t float16_shaded_mask;
bool can_discard;
bool early_fragment_test;
+ bool post_depth_coverage;
} fs;
struct {
unsigned block_size[3];