[Mesa-dev] [PATCH 09/16] swr/rast: fix early z / query interaction

Tim Rowley timothy.o.rowley at intel.com
Thu Jun 15 18:37:10 UTC 2017


For certain cases, we perform early z for optimization. The GL_SAMPLES_PASSED
query was providing erroneous results because we were counting the number
of samples passed before the fragment shader, which did not work if the
fragment shader contained a discard.

Account properly for discard and early z, by anding the zpass mask with
the post fragment shader active mask, after the fragment shader.

Fixes the following piglit tests:
    - occlusion-query-discard
    - occlusion_query_meta_fragments
---
 src/gallium/drivers/swr/rasterizer/core/backend.cpp | 4 ++++
 1 file changed, 4 insertions(+)

diff --git a/src/gallium/drivers/swr/rasterizer/core/backend.cpp b/src/gallium/drivers/swr/rasterizer/core/backend.cpp
index 16698ef..ca9a8b4 100644
--- a/src/gallium/drivers/swr/rasterizer/core/backend.cpp
+++ b/src/gallium/drivers/swr/rasterizer/core/backend.cpp
@@ -593,6 +593,10 @@ void BackendSingleSample(DRAW_CONTEXT *pDC, uint32_t workerId, uint32_t x, uint3
                             pDepthBuffer, depthPassMask, vCoverageMask, pStencilBuffer, stencilPassMask);
                         goto Endtile;
                     }
+                } else {
+                    // for early z, consolidate discards from shader
+                    // into depthPassMask
+                    depthPassMask = _simd_and_ps(depthPassMask, vCoverageMask);
                 }
 
                 uint32_t statMask = _simd_movemask_ps(depthPassMask);
-- 
2.7.4



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