vc4: Fix early Z behavior on hardware.
authorEric Anholt <eric@anholt.net>
Wed, 14 Jan 2015 04:11:59 +0000 (17:11 +1300)
committerEric Anholt <eric@anholt.net>
Thu, 15 Jan 2015 09:19:25 +0000 (22:19 +1300)
It turns out the simulator was not treating this bit the same as the RPi,
and I'd forgotten to remove it when turning on early Z.  The result was
that you'd get big chunks of your rendering missing.

src/gallium/drivers/vc4/vc4_context.c

index 4c84bd343df9cb6aa5b144c517215a2387727046..6729fa3e074daa82b3a3529a4da3ca138f1a6606 100644 (file)
@@ -151,8 +151,7 @@ vc4_setup_rcl(struct vc4_context *vc4)
                             VC4_RENDER_CONFIG_MEMORY_FORMAT_SHIFT) |
                            (vc4_rt_format_is_565(render_surf->base.format) ?
                             VC4_RENDER_CONFIG_FORMAT_BGR565 :
-                            VC4_RENDER_CONFIG_FORMAT_RGBA8888) |
-                           VC4_RENDER_CONFIG_EARLY_Z_COVERAGE_DISABLE));
+                            VC4_RENDER_CONFIG_FORMAT_RGBA8888)));
 
         /* The tile buffer normally gets cleared when the previous tile is
          * stored.  If the clear values changed between frames, then the tile