radv: rework the slow depthstencil clear to write depth from PS
authorSamuel Pitoiset <samuel.pitoiset@gmail.com>
Wed, 18 Sep 2019 13:43:13 +0000 (15:43 +0200)
committerSamuel Pitoiset <samuel.pitoiset@gmail.com>
Wed, 2 Oct 2019 17:31:51 +0000 (19:31 +0200)
Make sure to export the expected clear values to the depth
stencil attachment.

This fixes dEQP-VK.pipeline.depth_range_unrestricted.* on GFX10.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
src/amd/vulkan/radv_meta_clear.c

index 36606334d8ed0aad7d5bcae07b86270a0170909a..83bf45fb4cce19b999203d2db729700bfa2a6874 100644 (file)
@@ -486,15 +486,21 @@ build_depthstencil_shader(struct nir_shader **out_vs, struct nir_shader **out_fs
                                    "gl_Position");
        vs_out_pos->data.location = VARYING_SLOT_POS;
 
-       nir_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(vs_b.shader, nir_intrinsic_load_push_constant);
+       nir_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(fs_b.shader, nir_intrinsic_load_push_constant);
        nir_intrinsic_set_base(in_color_load, 0);
        nir_intrinsic_set_range(in_color_load, 4);
-       in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&vs_b, 0));
+       in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&fs_b, 0));
        in_color_load->num_components = 1;
        nir_ssa_dest_init(&in_color_load->instr, &in_color_load->dest, 1, 32, "depth value");
-       nir_builder_instr_insert(&vs_b, &in_color_load->instr);
+       nir_builder_instr_insert(&fs_b, &in_color_load->instr);
 
-       nir_ssa_def *outvec = radv_meta_gen_rect_vertices_comp2(&vs_b, &in_color_load->dest.ssa);
+       nir_variable *fs_out_depth =
+               nir_variable_create(fs_b.shader, nir_var_shader_out,
+                                   glsl_int_type(), "f_depth");
+       fs_out_depth->data.location = FRAG_RESULT_DEPTH;
+       nir_store_var(&fs_b, fs_out_depth, &in_color_load->dest.ssa, 0x1);
+
+       nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&vs_b);
        nir_store_var(&vs_b, vs_out_pos, outvec, 0xf);
 
        const struct glsl_type *layer_type = glsl_int_type();
@@ -751,7 +757,7 @@ emit_depthstencil_clear(struct radv_cmd_buffer *cmd_buffer,
 
        radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer),
                              device->meta_state.clear_depth_p_layout,
-                             VK_SHADER_STAGE_VERTEX_BIT, 0, 4,
+                             VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4,
                              &clear_value.depth);
 
        uint32_t prev_reference = cmd_buffer->state.dynamic.stencil_reference.front;
@@ -1239,7 +1245,7 @@ radv_device_init_meta_clear_state(struct radv_device *device, bool on_demand)
                .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
                .setLayoutCount = 0,
                .pushConstantRangeCount = 1,
-               .pPushConstantRanges = &(VkPushConstantRange){VK_SHADER_STAGE_VERTEX_BIT, 0, 4},
+               .pPushConstantRanges = &(VkPushConstantRange){VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4},
        };
 
        res = radv_CreatePipelineLayout(radv_device_to_handle(device),