[Mesa-dev] [PATCH 2/2] anv: Implement the Sky Lake stencil PMA optimization

Nanley Chery nanleychery at gmail.com
Thu Feb 2 23:18:36 UTC 2017


On Thu, Feb 02, 2017 at 03:10:21PM -0800, Jason Ekstrand wrote:
> On Thu, Feb 2, 2017 at 3:01 PM, Nanley Chery <nanleychery at gmail.com> wrote:
> 
> > On Thu, Feb 02, 2017 at 01:55:30PM -0800, Jason Ekstrand wrote:
> > > On Thu, Feb 2, 2017 at 1:45 PM, Nanley Chery <nanleychery at gmail.com>
> > wrote:
> > >
> > > > On Thu, Feb 02, 2017 at 01:37:56PM -0800, Nanley Chery wrote:
> > > > > On Thu, Feb 02, 2017 at 12:53:33PM -0800, Jason Ekstrand wrote:
> > > > > > On Thu, Feb 2, 2017 at 10:55 AM, Nanley Chery <
> > nanleychery at gmail.com>
> > > > wrote:
> > > > > >
> > > > > > > On Wed, Feb 01, 2017 at 10:11:42PM -0800, Jason Ekstrand wrote:
> > > > > > > > This improves the performance of Dota 2 on my Sky Lake Skull
> > Canyon
> > > > > > > > machine by about 2-3%.
> > > > > > > > ---
> > > > > > > >  src/intel/vulkan/anv_private.h     |   1 +
> > > > > > > >  src/intel/vulkan/gen8_cmd_buffer.c | 155
> > > > ++++++++++++++++++++++++++++++
> > > > > > > ++++++-
> > > > > > > >  src/intel/vulkan/genX_pipeline.c   |   6 +-
> > > > > > > >  3 files changed, 156 insertions(+), 6 deletions(-)
> > > > > > > >
> > > > > > > > diff --git a/src/intel/vulkan/anv_private.h
> > > > > > > b/src/intel/vulkan/anv_private.h
> > > > > > > > index 5fe4dd8..e7ad351 100644
> > > > > > > > --- a/src/intel/vulkan/anv_private.h
> > > > > > > > +++ b/src/intel/vulkan/anv_private.h
> > > > > > > > @@ -1475,6 +1475,7 @@ struct anv_pipeline {
> > > > > > > >     bool                                         writes_depth;
> > > > > > > >     bool
> >  depth_test_enable;
> > > > > > > >     bool
> >  writes_stencil;
> > > > > > > > +   bool
> > > >  stencil_test_enable;
> > > > > > > >     bool
> > > >  depth_clamp_enable;
> > > > > > > >     bool                                         kill_pixel;
> > > > > > > >
> > > > > > > > diff --git a/src/intel/vulkan/gen8_cmd_buffer.c
> > > > > > > b/src/intel/vulkan/gen8_cmd_buffer.c
> > > > > > > > index b877e27..553f0c3 100644
> > > > > > > > --- a/src/intel/vulkan/gen8_cmd_buffer.c
> > > > > > > > +++ b/src/intel/vulkan/gen8_cmd_buffer.c
> > > > > > > > @@ -157,16 +157,39 @@ __emit_sf_state(struct anv_cmd_buffer
> > > > *cmd_buffer)
> > > > > > > >  void
> > > > > > > >  genX(cmd_buffer_enable_pma_fix)(struct anv_cmd_buffer
> > > > *cmd_buffer,
> > > > > > > bool enable)
> > > > > > > >  {
> > > > > > > > -#if GEN_GEN == 8
> > > > > > > >     if (cmd_buffer->state.pma_fix_enabled == enable)
> > > > > > > >        return;
> > > > > > > >
> > > > > > > > +   cmd_buffer->state.pma_fix_enabled = enable;
> > > > > > > > +
> > > > > > > > +   /* According to the Broadwell PIPE_CONTROL documentation,
> > > > software
> > > > > > > should
> > > > > > > > +    * emit a PIPE_CONTROL with the CS Stall and Depth Cache
> > Flush
> > > > bits
> > > > > > > set
> > > > > > > > +    * prior to the LRI.  If stencil buffer writes are enabled,
> > > > then a
> > > > > > > Render
> > > > > > > > +    * Cache Flush is also necessary.
> > > > > > > > +    *
> > > > > > > > +    * The Sky Lake docs say to use a depth stall rather than a
> > > > command
> > > > > > > > +    * streamer stall.  However, the hardware seems to
> > violently
> > > > > > > disagree.
> > > > > > > > +    * A full command streamer stall seems to be needed in both
> > > > cases.
> > > > > > > > +    */
> > > > > > > >     anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL),
> > pc) {
> > > > > > > >        pc.DepthCacheFlushEnable = true;
> > > > > > > >        pc.CommandStreamerStallEnable = true;
> > > > > > > >        pc.RenderTargetCacheFlushEnable = true;
> > > > > > > >     }
> > > > > > > >
> > > > > > > > +#if GEN_GEN == 9
> > > > > > > > +
> > > > > > > > +   uint32_t cache_mode;
> > > > > > > > +   anv_pack_struct(&cache_mode, GENX(CACHE_MODE_0),
> > > > > > > > +                   .STCPMAOptimizationEnable = enable,
> > > > > > > > +                   .STCPMAOptimizationEnableMask = true);
> > > > > > > > +   anv_batch_emit(&cmd_buffer->batch,
> > > > GENX(MI_LOAD_REGISTER_IMM), lri)
> > > > > > > {
> > > > > > > > +      lri.RegisterOffset   = GENX(CACHE_MODE_0_num);
> > > > > > > > +      lri.DataDWord        = cache_mode;
> > > > > > > > +   }
> > > > > > > > +
> > > > > > > > +#elif GEN_GEN == 8
> > > > > > > > +
> > > > > > > >     uint32_t cache_mode;
> > > > > > > >     anv_pack_struct(&cache_mode, GENX(CACHE_MODE_1),
> > > > > > > >                     .NPPMAFixEnable = enable,
> > > > > > > > @@ -178,18 +201,20 @@ genX(cmd_buffer_enable_pma_fix)(struct
> > > > > > > anv_cmd_buffer *cmd_buffer, bool enable)
> > > > > > > >        lri.DataDWord        = cache_mode;
> > > > > > > >     }
> > > > > > > >
> > > > > > > > +#endif /* GEN_GEN == 8 */
> > > > > > > > +
> > > > > > > >     /* After the LRI, a PIPE_CONTROL with both the Depth Stall
> > and
> > > > Depth
> > > > > > > Cache
> > > > > > > >      * Flush bits is often necessary.  We do it regardless
> > because
> > > > it's
> > > > > > > easier.
> > > > > > > >      * The render cache flush is also necessary if stencil
> > writes
> > > > are
> > > > > > > enabled.
> > > > > > > > +    *
> > > > > > > > +    * Again, the Sky Lake docs give a different set of flushes
> > > > but the
> > > > > > > BDW
> > > > > > > > +    * flushes seem to work just as well.
> > > > > > > >      */
> > > > > > > >     anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL),
> > pc) {
> > > > > > > >        pc.DepthStallEnable = true;
> > > > > > > >        pc.DepthCacheFlushEnable = true;
> > > > > > > >        pc.RenderTargetCacheFlushEnable = true;
> > > > > > > >     }
> > > > > > > > -
> > > > > > > > -   cmd_buffer->state.pma_fix_enabled = enable;
> > > > > > > > -#endif /* GEN_GEN == 8 */
> > > > > > > >  }
> > > > > > > >
> > > > > > > >  static inline bool
> > > > > > > > @@ -289,6 +314,124 @@ want_depth_pma_fix(struct anv_cmd_buffer
> > > > > > > *cmd_buffer)
> > > > > > > >            wm_prog_data->computed_depth_mode != PSCDEPTH_OFF;
> > > > > > > >  }
> > > > > > > >
> > > > > > > > +static inline bool
> > > > > > > > +want_stencil_pma_fix(struct anv_cmd_buffer *cmd_buffer)
> > > > > > > > +{
> > > > > > > > +   assert(GEN_GEN == 9);
> > > > > > > > +
> > > > > > > > +   /* From the Sky Lake PRM Vol. 2c CACHE_MODE_1::STC PMA
> > > > Optimization
> > > > > > > Enable:
> > > > > > > > +    *
> > > > > > > > +    *    Clearing this bit will force the STC cache to wait
> > for
> > > > pending
> > > > > > > > +    *    retirement of pixels at the HZ-read stage and do the
> > > > STC-test
> > > > > > > for
> > > > > > > > +    *    Non-promoted, R-computed and Computed depth modes
> > > > instead of
> > > > > > > > +    *    postponing the STC-test to RCPFE.
> > > > > > > > +    *
> > > > > > > > +    *    STC_TEST_EN = 3DSTATE_STENCIL_BUFFER::
> > STENCIL_BUFFER_ENABLE
> > > > &&
> > > > > > > > +    *                  3DSTATE_WM_DEPTH_STENCIL::
> > > > StencilTestEnable
> > > > > > > > +    *
> > > > > > > > +    *    STC_WRITE_EN = 3DSTATE_STENCIL_BUFFER::
> > > > STENCIL_BUFFER_ENABLE
> > > > > > > &&
> > > > > > > > +    *                   (3DSTATE_WM_DEPTH_STENCIL::Stencil
> > Buffer
> > > > > > > Write Enable &&
> > > > > > > > +    *                    3DSTATE_DEPTH_BUFFER::STENCIL_
> > > > WRITE_ENABLE)
> > > > > > > > +    *
> > > > > > > > +    *    COMP_STC_EN = STC_TEST_EN &&
> > > > > > > > +    *                  3DSTATE_PS_EXTRA::
> > > > PixelShaderComputesStencil
> > > > > > > > +    *
> > > > > > > > +    *    SW parses the pipeline states to generate the
> > following
> > > > logical
> > > > > > > > +    *    signal indicating if PMA FIX can be enabled.
> > > > > > > > +    *
> > > > > > > > +    *    STC_PMA_OPT =
> > > > > > > > +    *       3DSTATE_WM::ForceThreadDispatch != 1 &&
> > > > > > > > +    *       !(3DSTATE_RASTER::ForceSampleCount !=
> > > > NUMRASTSAMPLES_0) &&
> > > > > > > > +    *       3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL &&
> > > > > > > > +    *       3DSTATE_DEPTH_BUFFER::HIZ Enable &&
> > > > > > > > +    *       !(3DSTATE_WM::EDSC_Mode == 2) &&
> > > > > > > > +    *       3DSTATE_PS_EXTRA::PixelShaderValid &&
> > > > > > > > +    *       !(3DSTATE_WM_HZ_OP::DepthBufferClear ||
> > > > > > > > +    *         3DSTATE_WM_HZ_OP::DepthBufferResolve ||
> > > > > > > > +    *         3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer
> > Resolve
> > > > > > > Enable ||
> > > > > > > > +    *         3DSTATE_WM_HZ_OP::StencilBufferClear) &&
> > > > > > > > +    *       (COMP_STC_EN || STC_WRITE_EN) &&
> > > > > > > > +    *       ((3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
> > > > > > > > +    *         3DSTATE_WM::ForceKillPix == ON ||
> > > > > > > > +    *         3DSTATE_PS_EXTRA::oMask Present to RenderTarget
> > ||
> > > > > > > > +    *         3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
> > > > > > > > +    *         3DSTATE_PS_BLEND::AlphaTestEnable ||
> > > > > > > > +    *         3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) ||
> > > > > > > > +    *        (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth
> > mode
> > > > !=
> > > > > > > PSCDEPTH_OFF))
> > > > > > > > +    */
> > > > > > > > +
> > > > > > > > +   /* These are always true:
> > > > > > > > +    *    3DSTATE_WM::ForceThreadDispatch != 1 &&
> > > > > > > > +    *    !(3DSTATE_RASTER::ForceSampleCount !=
> > NUMRASTSAMPLES_0)
> > > > > > > > +    */
> > > > > > > > +
> > > > > > > > +   /* We only enable the PMA fix if HiZ is enabled.  However,
> > if
> > > > HiZ is
> > > > > > > > +    * *not* enabled and we don't set this bit there is no
> > harm.
> > > > > > > Therefore,
> > > > > > > > +    * we can just treat the NULL framebuffer case as has_hiz
> > ==
> > > > false
> > > > > > > and
> > > > > > > > +    * everything will work just fine.
> > > > > > > > +    */
> > > > > > > > +   if (cmd_buffer->state.framebuffer == NULL)
> > > > > > > > +      return false;
> > > > > > > > +
> > > > > > > > +   /* (3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL) &&
> > > > > > > > +    * 3DSTATE_DEPTH_BUFFER::HIZ Enable
> > > > > > > > +    */
> > > > > > > > +   const struct anv_image_view *ds_iview =
> > > > > > > > +      anv_cmd_buffer_get_depth_stencil_view(cmd_buffer);
> > > > > > > > +   if (!ds_iview || ds_iview->image->aux_usage !=
> > > > ISL_AUX_USAGE_HIZ)
> > > > > > >
> > > > > > > I think there's an error here. For depth buffers,
> > > > anv_image::aux_usage
> > > > > > > only indicates if there is an auxiliary HiZ buffer present. It
> > does
> > > > not
> > > > > > > indicate that the HiZ buffer is being used within a render pass.
> > For
> > > > > > > that you'd have to check anv_attachment_state::aux_usage.
> > > > > > >
> > > > > >
> > > > > > So things just got more interesting... The Vulkan spec only
> > requires
> > > > that
> > > > > > the render pass provided to pInheritanceInfo for the
> > > > vkBeginCommandBuffer
> > > > > > of a secondary command buffer to be "compatible" with the render
> > pass
> > > > > > provided to vkCmdBeginRenderPass.  The rules for compatibility
> > > > explicitly
> > > > > > allow the initial and final layouts of the attachments to differ.
> > This
> > > > > > means that, if HiZ usage within a render pass is determined by the
> > > > initial
> > > > > > layout, we can never know if HiZ is enabled in a secondary command
> > > > buffer
> > > > > > and we always have to leave the PMA stall off.  That's fairly
> > brutal to
> > > > > > apps.
> > > > >
> > > > > That is interesting. I'm glad you found this. Perhaps we can get
> > around
> > > > > this by computing part of the PMA fix at the start of the subpass,
> > and
> > > > > the latter portion at the draw call?
> > > > >
> > > >
> > > > That seems to be what your v2 patches are doing, so the problem is
> > > > solved right?
> > > >
> > >
> > > Basically, yes in the sense that it's correct.  However, the new
> > > hiz_enabled bit is always false inside secondaries so they take a perf
> > hit.
> > >
> >
> > Right, I was thinking about secondaries incorrectly.
> >
> > >
> > > > -Nanley
> > > >
> > > > > >
> > > > > > How bad would it be to enable HiZ within the render pass for the
> > case
> > > > where
> > > > > > they use the GENERAL layout and then resolve at the end?  They
> > used the
> > > > > > GENERAL layout so they know they won't get fantastic performance so
> > > > maybe
> > > > > > that's ok?
> > > > > >
> > > > >
> > > > > Now that we've seen a benchmark out in the wild that uses depth input
> > > > > attachments, I think we'll want the GENERAL layout to be fast and for
> > > > > our software handling it to be straight-forward. I think we can
> > > > > accomplish this by adding HiZ R/W support to BLORP. A local series of
> > > > > mine that enables HiZ for input attachments takes a step towards
> > this by
> > > > > getting rid of the read-depth-through-HiZ situation we currently have
> > > > > for the GENERAL layout.
> > > >
> > >
> > > We can do whatever we want inside the render pass.  The initial and final
> > > layouts are just that, "initial" and "final".  We can do an implicit
> > layout
> > > transition from initial to DEPTH_STENCIL_ATTACHMENT_OPTIMAL at the top
> > of
> > > the render pass and then transition to final at the end.  It just clients
> > > which use GENERAL when they don't need to will get resolves.  If you
> > don't
> > > want resolves, use layout transitions properly and you won't get them.
> >
> > Thanks for expounding, that makes sense. In order for this to work,
> > you'd also have to force all depth textures to be sampled through HiZ
> > (as is currently the case).
> >
> > >
> > > Yes, adding depth/hiz support to BLORP will let us leave HiZ on for all
> > > GENERAL layouts but I don't think it's needed to solve the current
> > problem
> > > or to get fast depth input attachments.
> > >
> >
> > Sorry if I gave the impression that I thought this patch depended on
> > BLORP having HiZ support, that wasn't my intention. I was replying to
> > how we should handle the GENERAL layout in the future.
> >
> > I also don't think it's the only way to solve this problem, but I do
> > think it's the most straight-forward. I've been trying to share code
> > between depth and color in the process of making CCS use layouts.
> > Having such support in BLORP would avoid having to special-case depth.
> >
> 
> Yeah, I think BLORP supporting depth/hiz for blit destinations is probably
> a good direction long-term, I just didn't want to unnecessarily block on
> it.  Honestly, it shouldn't be that hard to hook up...
> 
> I think we're on the same page now.  Thanks for your patience. :-)
> 

Indeed. Thank you for your patience as well!

> 
> > -Nanley
> >
> > > --Jason
> > >
> > >
> > > > > -Nanley
> > > > >
> > > > > > Either way, I'll respin and make it correct. We can sort this issue
> > > > out and
> > > > > > hopefully give secondary command buffer users their 2-3% later.
> > > > > >
> > > > > > --Jason
> > > > > >
> > > > > >
> > > > > > > -Nanley
> > > > > > >
> > > > > > > > +      return false;
> > > > > > > > +
> > > > > > > > +   /* 3DSTATE_PS_EXTRA::PixelShaderValid */
> > > > > > > > +   struct anv_pipeline *pipeline = cmd_buffer->state.pipeline;
> > > > > > > > +   if (!anv_pipeline_has_stage(pipeline,
> > MESA_SHADER_FRAGMENT))
> > > > > > > > +      return false;
> > > > > > > > +
> > > > > > > > +   /* !(3DSTATE_WM::EDSC_Mode == 2) */
> > > > > > > > +   const struct brw_wm_prog_data *wm_prog_data =
> > > > > > > get_wm_prog_data(pipeline);
> > > > > > > > +   if (wm_prog_data->early_fragment_tests)
> > > > > > > > +      return false;
> > > > > > > > +
> > > > > > > > +   /* We never use anv_pipeline for HiZ ops so this is
> > trivially
> > > > true:
> > > > > > > > +   *    !(3DSTATE_WM_HZ_OP::DepthBufferClear ||
> > > > > > > > +    *      3DSTATE_WM_HZ_OP::DepthBufferResolve ||
> > > > > > > > +    *      3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve
> > > > Enable ||
> > > > > > > > +    *      3DSTATE_WM_HZ_OP::StencilBufferClear)
> > > > > > > > +    */
> > > > > > > > +
> > > > > > > > +   /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
> > > > > > > > +    * 3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable
> > > > > > > > +    */
> > > > > > > > +   const bool stc_test_en =
> > > > > > > > +      (ds_iview->image->aspects &
> > VK_IMAGE_ASPECT_STENCIL_BIT) &&
> > > > > > > > +      pipeline->stencil_test_enable;
> > > > > > > > +
> > > > > > > > +   /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE &&
> > > > > > > > +    * (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable
> > &&
> > > > > > > > +    *  3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE)
> > > > > > > > +    */
> > > > > > > > +   const bool stc_write_en =
> > > > > > > > +      (ds_iview->image->aspects &
> > VK_IMAGE_ASPECT_STENCIL_BIT) &&
> > > > > > > > +      pipeline->writes_stencil;
> > > > > > > > +
> > > > > > > > +   /* STC_TEST_EN && 3DSTATE_PS_EXTRA::
> > PixelShaderComputesStencil
> > > > */
> > > > > > > > +   const bool comp_stc_en = stc_test_en &&
> > > > > > > wm_prog_data->computed_stencil;
> > > > > > > > +
> > > > > > > > +   /* COMP_STC_EN || STC_WRITE_EN */
> > > > > > > > +   if (!(comp_stc_en || stc_write_en))
> > > > > > > > +      return false;
> > > > > > > > +
> > > > > > > > +   /* (3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
> > > > > > > > +    *  3DSTATE_WM::ForceKillPix == ON ||
> > > > > > > > +    *  3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
> > > > > > > > +    *  3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
> > > > > > > > +    *  3DSTATE_PS_BLEND::AlphaTestEnable ||
> > > > > > > > +    *  3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) ||
> > > > > > > > +    * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode !=
> > > > > > > PSCDEPTH_OFF)
> > > > > > > > +    */
> > > > > > > > +   return pipeline->kill_pixel ||
> > > > > > > > +          wm_prog_data->computed_depth_mode != PSCDEPTH_OFF;
> > > > > > > > +}
> > > > > > > > +
> > > > > > > >  void
> > > > > > > >  genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer
> > > > *cmd_buffer)
> > > > > > > >  {
> > > > > > > > @@ -398,6 +541,7 @@ genX(cmd_buffer_flush_dynamic_
> > state)(struct
> > > > > > > anv_cmd_buffer *cmd_buffer)
> > > > > > > >     }
> > > > > > > >
> > > > > > > >     if (cmd_buffer->state.dirty & (ANV_CMD_DIRTY_PIPELINE |
> > > > > > > > +
> > ANV_CMD_DIRTY_RENDER_TARGETS |
> > > > > > > >
> > ANV_CMD_DIRTY_DYNAMIC_STENCIL_
> > > > COMPARE_MASK
> > > > > > > |
> > > > > > > >
> > ANV_CMD_DIRTY_DYNAMIC_STENCIL_
> > > > WRITE_MASK
> > > > > > > |
> > > > > > > >
> > ANV_CMD_DIRTY_DYNAMIC_STENCIL_
> > > > REFERENCE))
> > > > > > > {
> > > > > > > > @@ -423,6 +567,9 @@ genX(cmd_buffer_flush_dynamic_
> > state)(struct
> > > > > > > anv_cmd_buffer *cmd_buffer)
> > > > > > > >
> > > > > > > >        anv_batch_emit_merge(&cmd_buffer->batch, dwords,
> > > > > > > >                             pipeline->gen9.wm_depth_stencil);
> > > > > > > > +
> > > > > > > > +      genX(cmd_buffer_enable_pma_fix)(cmd_buffer,
> > > > > > > > +
> > > > want_stencil_pma_fix(cmd_buffe
> > > > > > > r));
> > > > > > > >     }
> > > > > > > >  #endif
> > > > > > > >
> > > > > > > > diff --git a/src/intel/vulkan/genX_pipeline.c
> > > > > > > b/src/intel/vulkan/genX_pipeline.c
> > > > > > > > index 3f701f3..3087037 100644
> > > > > > > > --- a/src/intel/vulkan/genX_pipeline.c
> > > > > > > > +++ b/src/intel/vulkan/genX_pipeline.c
> > > > > > > > @@ -742,6 +742,7 @@ emit_ds_state(struct anv_pipeline
> > *pipeline,
> > > > > > > >         * to make sure it's initialized to something useful.
> > > > > > > >         */
> > > > > > > >        pipeline->writes_stencil = false;
> > > > > > > > +      pipeline->stencil_test_enable = false;
> > > > > > > >        pipeline->writes_depth = false;
> > > > > > > >        pipeline->depth_test_enable = false;
> > > > > > > >        memset(depth_stencil_dw, 0, sizeof(depth_stencil_dw));
> > > > > > > > @@ -757,6 +758,7 @@ emit_ds_state(struct anv_pipeline
> > *pipeline,
> > > > > > > >
> > > > > > > >     VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo;
> > > > > > > >     sanitize_ds_state(&info, &pipeline->writes_stencil,
> > > > ds_aspects);
> > > > > > > > +   pipeline->stencil_test_enable = info.stencilTestEnable;
> > > > > > > >     pipeline->writes_depth = info.depthWriteEnable;
> > > > > > > >     pipeline->depth_test_enable = info.depthTestEnable;
> > > > > > > >
> > > > > > > > @@ -1514,8 +1516,8 @@ compute_kill_pixel(struct anv_pipeline
> > > > *pipeline,
> > > > > > > >     const struct brw_wm_prog_data *wm_prog_data =
> > > > > > > get_wm_prog_data(pipeline);
> > > > > > > >
> > > > > > > >     /* This computes the KillPixel portion of the computation
> > for
> > > > > > > whether or
> > > > > > > > -    * not we want to enable the PMA fix on gen8.  It's given
> > by
> > > > this
> > > > > > > chunk of
> > > > > > > > -    * the giant formula:
> > > > > > > > +    * not we want to enable the PMA fix on gen8 or gen9.  It's
> > > > given by
> > > > > > > this
> > > > > > > > +    * chunk of the giant formula:
> > > > > > > >      *
> > > > > > > >      *    (3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
> > > > > > > >      *     3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
> > > > > > > > --
> > > > > > > > 2.5.0.400.gff86faf
> > > > > > > >
> > > > > > > > _______________________________________________
> > > > > > > > mesa-dev mailing list
> > > > > > > > mesa-dev at lists.freedesktop.org
> > > > > > > > https://lists.freedesktop.org/mailman/listinfo/mesa-dev
> > > > > > >
> > > >
> >


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