We did mask checks between depth/stencil testing and depth/stencil write.
This meant that if the depth/stencil test killed off all fragments we never
actually wrote the new stencil value. This issue affected all early/late
test/write combinations.
So move the mask check after depth/stencil write (for early depth test,
could do the same for late depth test but might not be worth it at that
point so just skip it there).
This addresses https://bugs.freedesktop.org/show_bug.cgi?id=41787.
Piglit does not hit this issue because of the simple_shader optimization
in generate_fs_loop() which means we're skipping the mask checks.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
if (depth->enabled && stencil[0].enabled)
lp_build_mask_update(mask, z_pass);
-
- if (do_branch)
- lp_build_mask_check(mask);
-
}
depth_ptr, depth_stride,
z_value, s_value);
}
+ /*
+ * Note mask check if stencil is enabled must be after ds write not after
+ * stencil test otherwise new stencil values may not get written if all
+ * fragments got killed by depth/stencil test.
+ */
+ if (!simple_shader && key->stencil[0].enabled)
+ lp_build_mask_check(&mask);
}
lp_build_interp_soa_update_inputs_dyn(interp, gallivm, loop_state.counter);