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 <bruce.cherniak@intel.com>
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);