From: Eric Anholt Date: Thu, 28 Sep 2017 17:37:02 +0000 (-0700) Subject: broadcom/compiler: Set up passthrough Z when doing FS discards. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=732a3a72cb8b5c78e95eee47572701b3f6055c19;p=mesa.git broadcom/compiler: Set up passthrough Z when doing FS discards. In order to keep early-Z from writing early in a discard shader, you need to set the "modifies Z" bit in the shader state (which the new prog_data.discards will indicate). Then, in the shader we do a TLB write to make Z passthrough happen (the QPU result is ignored, so we use a NULL source). --- diff --git a/src/broadcom/compiler/nir_to_vir.c b/src/broadcom/compiler/nir_to_vir.c index 1c9a9a9746c..89d18f85061 100644 --- a/src/broadcom/compiler/nir_to_vir.c +++ b/src/broadcom/compiler/nir_to_vir.c @@ -1038,6 +1038,17 @@ emit_frag_end(struct v3d_compile *c) TLB_TYPE_DEPTH | TLB_DEPTH_TYPE_PER_PIXEL | 0xffffff00); + } else if (c->s->info.fs.uses_discard) { + struct qinst *inst = vir_MOV_dest(c, + vir_reg(QFILE_TLBU, 0), + vir_reg(QFILE_NULL, 0)); + vir_set_cond(inst, discard_cond); + + inst->src[vir_get_implicit_uniform_src(inst)] = + vir_uniform_ui(c, + TLB_TYPE_DEPTH | + TLB_DEPTH_TYPE_INVARIANT | + 0xffffff00); } /* XXX: Performance improvement: Merge Z write and color writes TLB diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h index e0eeefe245a..84957b75124 100644 --- a/src/broadcom/compiler/v3d_compiler.h +++ b/src/broadcom/compiler/v3d_compiler.h @@ -579,6 +579,7 @@ struct v3d_fs_prog_data { BITSET_WORD flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)]; bool writes_z; + bool discard; }; /* Special nir_load_input intrinsic index for loading the current TLB diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c index 35df757a208..1c25da6193c 100644 --- a/src/broadcom/compiler/vir.c +++ b/src/broadcom/compiler/vir.c @@ -762,8 +762,9 @@ uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler, v3d_set_prog_data(c, &prog_data->base); v3d_set_fs_prog_data_inputs(c, prog_data); - if (c->s->info.outputs_written & (1 << FRAG_RESULT_DEPTH)) - prog_data->writes_z = true; + prog_data->writes_z = (c->s->info.outputs_written & + (1 << FRAG_RESULT_DEPTH)); + prog_data->discard = c->s->info.fs.uses_discard; return v3d_return_qpu_insts(c, final_assembly_size); }