db_shader_control |= S_02880C_STENCIL_EXPORT_ENABLE(stencil_export);
db_shader_control |= S_02880C_MASK_EXPORT_ENABLE(mask_export);
- if (shader->selector->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL])
- db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1);
+ if (shader->selector->info.properties[TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL]) {
+ db_shader_control |= S_02880C_DEPTH_BEFORE_SHADER(1) |
+ S_02880C_EXEC_ON_NOOP(shader->selector->info.writes_memory);
+ } else if (shader->selector->info.writes_memory) {
+ db_shader_control |= S_02880C_EXEC_ON_HIER_FAIL(1);
+ }
switch (rshader->ps_conservative_z) {
default: /* fall through */
* get a hang unless you flush the DB in between. For now just use
* LATE_Z.
*/
- if (rctx->alphatest_state.sx_alpha_test_control) {
+ if (rctx->alphatest_state.sx_alpha_test_control || rctx->ps_shader->info.writes_memory) {
db_shader_control |= S_02880C_Z_ORDER(V_02880C_LATE_Z);
} else {
db_shader_control |= S_02880C_Z_ORDER(V_02880C_EARLY_Z_THEN_LATE_Z);
#define S_02880C_DUAL_EXPORT_ENABLE(x) (((unsigned)(x) & 0x1) << 9)
#define G_02880C_DUAL_EXPORT_ENABLE(x) (((x) >> 9) & 0x1)
#define C_02880C_DUAL_EXPORT_ENABLE 0xFFFFFDFF
+#define S_02880C_EXEC_ON_HIER_FAIL(x) (((unsigned)(x) & 0x1) << 10)
+#define G_02880C_EXEC_ON_HIER_FAIL(x) (((x) >> 10) & 0x1)
+#define C_02880C_EXEC_ON_HIER_FAIL 0xFFFFFBFF
+#define S_02880C_EXEC_ON_NOOP(x) (((unsigned)(x) & 0x1) << 11)
+#define G_02880C_EXEC_ON_NOOP(x) (((x) >> 11) & 0x1)
+#define C_02880C_EXEC_ON_NOOP 0xFFFFF7FF
#define S_02880C_DB_SOURCE_FORMAT(x) (((unsigned)(x) & 0x3) << 13)
#define G_02880C_DB_SOURCE_FORMAT(x) (((x) >> 13) & 0x3)
#define C_02880C_DB_SOURCE_FORMAT 0xFFFF9FFF