<div dir="ltr"><div class="gmail_extra"><div class="gmail_quote">On Thu, Feb 2, 2017 at 3:01 PM, Nanley Chery <span dir="ltr"><<a href="mailto:nanleychery@gmail.com" target="_blank">nanleychery@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div class="HOEnZb"><div class="h5">On Thu, Feb 02, 2017 at 01:55:30PM -0800, Jason Ekstrand wrote:<br>
> On Thu, Feb 2, 2017 at 1:45 PM, Nanley Chery <<a href="mailto:nanleychery@gmail.com">nanleychery@gmail.com</a>> wrote:<br>
><br>
> > On Thu, Feb 02, 2017 at 01:37:56PM -0800, Nanley Chery wrote:<br>
> > > On Thu, Feb 02, 2017 at 12:53:33PM -0800, Jason Ekstrand wrote:<br>
> > > > On Thu, Feb 2, 2017 at 10:55 AM, Nanley Chery <<a href="mailto:nanleychery@gmail.com">nanleychery@gmail.com</a>><br>
> > wrote:<br>
> > > ><br>
> > > > > On Wed, Feb 01, 2017 at 10:11:42PM -0800, Jason Ekstrand wrote:<br>
> > > > > > This improves the performance of Dota 2 on my Sky Lake Skull Canyon<br>
> > > > > > machine by about 2-3%.<br>
> > > > > > ---<br>
> > > > > > src/intel/vulkan/anv_private.h | 1 +<br>
> > > > > > src/intel/vulkan/gen8_cmd_<wbr>buffer.c | 155<br>
> > ++++++++++++++++++++++++++++++<br>
> > > > > ++++++-<br>
> > > > > > src/intel/vulkan/genX_<wbr>pipeline.c | 6 +-<br>
> > > > > > 3 files changed, 156 insertions(+), 6 deletions(-)<br>
> > > > > ><br>
> > > > > > diff --git a/src/intel/vulkan/anv_<wbr>private.h<br>
> > > > > b/src/intel/vulkan/anv_<wbr>private.h<br>
> > > > > > index 5fe4dd8..e7ad351 100644<br>
> > > > > > --- a/src/intel/vulkan/anv_<wbr>private.h<br>
> > > > > > +++ b/src/intel/vulkan/anv_<wbr>private.h<br>
> > > > > > @@ -1475,6 +1475,7 @@ struct anv_pipeline {<br>
> > > > > > bool writes_depth;<br>
> > > > > > bool depth_test_enable;<br>
> > > > > > bool writes_stencil;<br>
> > > > > > + bool<br>
> > stencil_test_enable;<br>
> > > > > > bool<br>
> > depth_clamp_enable;<br>
> > > > > > bool kill_pixel;<br>
> > > > > ><br>
> > > > > > diff --git a/src/intel/vulkan/gen8_cmd_<wbr>buffer.c<br>
> > > > > b/src/intel/vulkan/gen8_cmd_<wbr>buffer.c<br>
> > > > > > index b877e27..553f0c3 100644<br>
> > > > > > --- a/src/intel/vulkan/gen8_cmd_<wbr>buffer.c<br>
> > > > > > +++ b/src/intel/vulkan/gen8_cmd_<wbr>buffer.c<br>
> > > > > > @@ -157,16 +157,39 @@ __emit_sf_state(struct anv_cmd_buffer<br>
> > *cmd_buffer)<br>
> > > > > > void<br>
> > > > > > genX(cmd_buffer_enable_pma_<wbr>fix)(struct anv_cmd_buffer<br>
> > *cmd_buffer,<br>
> > > > > bool enable)<br>
> > > > > > {<br>
> > > > > > -#if GEN_GEN == 8<br>
> > > > > > if (cmd_buffer->state.pma_fix_<wbr>enabled == enable)<br>
> > > > > > return;<br>
> > > > > ><br>
> > > > > > + cmd_buffer->state.pma_fix_<wbr>enabled = enable;<br>
> > > > > > +<br>
> > > > > > + /* According to the Broadwell PIPE_CONTROL documentation,<br>
> > software<br>
> > > > > should<br>
> > > > > > + * emit a PIPE_CONTROL with the CS Stall and Depth Cache Flush<br>
> > bits<br>
> > > > > set<br>
> > > > > > + * prior to the LRI. If stencil buffer writes are enabled,<br>
> > then a<br>
> > > > > Render<br>
> > > > > > + * Cache Flush is also necessary.<br>
> > > > > > + *<br>
> > > > > > + * The Sky Lake docs say to use a depth stall rather than a<br>
> > command<br>
> > > > > > + * streamer stall. However, the hardware seems to violently<br>
> > > > > disagree.<br>
> > > > > > + * A full command streamer stall seems to be needed in both<br>
> > cases.<br>
> > > > > > + */<br>
> > > > > > anv_batch_emit(&cmd_buffer-><wbr>batch, GENX(PIPE_CONTROL), pc) {<br>
> > > > > > pc.DepthCacheFlushEnable = true;<br>
> > > > > > pc.CommandStreamerStallEnable = true;<br>
> > > > > > pc.<wbr>RenderTargetCacheFlushEnable = true;<br>
> > > > > > }<br>
> > > > > ><br>
> > > > > > +#if GEN_GEN == 9<br>
> > > > > > +<br>
> > > > > > + uint32_t cache_mode;<br>
> > > > > > + anv_pack_struct(&cache_mode, GENX(CACHE_MODE_0),<br>
> > > > > > + .STCPMAOptimizationEnable = enable,<br>
> > > > > > + .STCPMAOptimizationEnableMask = true);<br>
> > > > > > + anv_batch_emit(&cmd_buffer-><wbr>batch,<br>
> > GENX(MI_LOAD_REGISTER_IMM), lri)<br>
> > > > > {<br>
> > > > > > + lri.RegisterOffset = GENX(CACHE_MODE_0_num);<br>
> > > > > > + lri.DataDWord = cache_mode;<br>
> > > > > > + }<br>
> > > > > > +<br>
> > > > > > +#elif GEN_GEN == 8<br>
> > > > > > +<br>
> > > > > > uint32_t cache_mode;<br>
> > > > > > anv_pack_struct(&cache_mode, GENX(CACHE_MODE_1),<br>
> > > > > > .NPPMAFixEnable = enable,<br>
> > > > > > @@ -178,18 +201,20 @@ genX(cmd_buffer_enable_pma_<wbr>fix)(struct<br>
> > > > > anv_cmd_buffer *cmd_buffer, bool enable)<br>
> > > > > > lri.DataDWord = cache_mode;<br>
> > > > > > }<br>
> > > > > ><br>
> > > > > > +#endif /* GEN_GEN == 8 */<br>
> > > > > > +<br>
> > > > > > /* After the LRI, a PIPE_CONTROL with both the Depth Stall and<br>
> > Depth<br>
> > > > > Cache<br>
> > > > > > * Flush bits is often necessary. We do it regardless because<br>
> > it's<br>
> > > > > easier.<br>
> > > > > > * The render cache flush is also necessary if stencil writes<br>
> > are<br>
> > > > > enabled.<br>
> > > > > > + *<br>
> > > > > > + * Again, the Sky Lake docs give a different set of flushes<br>
> > but the<br>
> > > > > BDW<br>
> > > > > > + * flushes seem to work just as well.<br>
> > > > > > */<br>
> > > > > > anv_batch_emit(&cmd_buffer-><wbr>batch, GENX(PIPE_CONTROL), pc) {<br>
> > > > > > pc.DepthStallEnable = true;<br>
> > > > > > pc.DepthCacheFlushEnable = true;<br>
> > > > > > pc.<wbr>RenderTargetCacheFlushEnable = true;<br>
> > > > > > }<br>
> > > > > > -<br>
> > > > > > - cmd_buffer->state.pma_fix_<wbr>enabled = enable;<br>
> > > > > > -#endif /* GEN_GEN == 8 */<br>
> > > > > > }<br>
> > > > > ><br>
> > > > > > static inline bool<br>
> > > > > > @@ -289,6 +314,124 @@ want_depth_pma_fix(struct anv_cmd_buffer<br>
> > > > > *cmd_buffer)<br>
> > > > > > wm_prog_data->computed_depth_<wbr>mode != PSCDEPTH_OFF;<br>
> > > > > > }<br>
> > > > > ><br>
> > > > > > +static inline bool<br>
> > > > > > +want_stencil_pma_fix(struct anv_cmd_buffer *cmd_buffer)<br>
> > > > > > +{<br>
> > > > > > + assert(GEN_GEN == 9);<br>
> > > > > > +<br>
> > > > > > + /* From the Sky Lake PRM Vol. 2c CACHE_MODE_1::STC PMA<br>
> > Optimization<br>
> > > > > Enable:<br>
> > > > > > + *<br>
> > > > > > + * Clearing this bit will force the STC cache to wait for<br>
> > pending<br>
> > > > > > + * retirement of pixels at the HZ-read stage and do the<br>
> > STC-test<br>
> > > > > for<br>
> > > > > > + * Non-promoted, R-computed and Computed depth modes<br>
> > instead of<br>
> > > > > > + * postponing the STC-test to RCPFE.<br>
> > > > > > + *<br>
> > > > > > + * STC_TEST_EN = 3DSTATE_STENCIL_BUFFER::<wbr>STENCIL_BUFFER_ENABLE<br>
> > &&<br>
> > > > > > + * 3DSTATE_WM_DEPTH_STENCIL::<br>
> > StencilTestEnable<br>
> > > > > > + *<br>
> > > > > > + * STC_WRITE_EN = 3DSTATE_STENCIL_BUFFER::<br>
> > STENCIL_BUFFER_ENABLE<br>
> > > > > &&<br>
> > > > > > + * (3DSTATE_WM_DEPTH_STENCIL::<wbr>Stencil Buffer<br>
> > > > > Write Enable &&<br>
> > > > > > + * 3DSTATE_DEPTH_BUFFER::STENCIL_<br>
> > WRITE_ENABLE)<br>
> > > > > > + *<br>
> > > > > > + * COMP_STC_EN = STC_TEST_EN &&<br>
> > > > > > + * 3DSTATE_PS_EXTRA::<br>
> > PixelShaderComputesStencil<br>
> > > > > > + *<br>
> > > > > > + * SW parses the pipeline states to generate the following<br>
> > logical<br>
> > > > > > + * signal indicating if PMA FIX can be enabled.<br>
> > > > > > + *<br>
> > > > > > + * STC_PMA_OPT =<br>
> > > > > > + * 3DSTATE_WM::<wbr>ForceThreadDispatch != 1 &&<br>
> > > > > > + * !(3DSTATE_RASTER::<wbr>ForceSampleCount !=<br>
> > NUMRASTSAMPLES_0) &&<br>
> > > > > > + * 3DSTATE_DEPTH_BUFFER::SURFACE_<wbr>TYPE != NULL &&<br>
> > > > > > + * 3DSTATE_DEPTH_BUFFER::HIZ Enable &&<br>
> > > > > > + * !(3DSTATE_WM::EDSC_Mode == 2) &&<br>
> > > > > > + * 3DSTATE_PS_EXTRA::<wbr>PixelShaderValid &&<br>
> > > > > > + * !(3DSTATE_WM_HZ_OP::<wbr>DepthBufferClear ||<br>
> > > > > > + * 3DSTATE_WM_HZ_OP::<wbr>DepthBufferResolve ||<br>
> > > > > > + * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve<br>
> > > > > Enable ||<br>
> > > > > > + * 3DSTATE_WM_HZ_OP::<wbr>StencilBufferClear) &&<br>
> > > > > > + * (COMP_STC_EN || STC_WRITE_EN) &&<br>
> > > > > > + * ((3DSTATE_PS_EXTRA::<wbr>PixelShaderKillsPixels ||<br>
> > > > > > + * 3DSTATE_WM::ForceKillPix == ON ||<br>
> > > > > > + * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||<br>
> > > > > > + * 3DSTATE_PS_BLEND::<wbr>AlphaToCoverageEnable ||<br>
> > > > > > + * 3DSTATE_PS_BLEND::<wbr>AlphaTestEnable ||<br>
> > > > > > + * 3DSTATE_WM_CHROMAKEY::<wbr>ChromaKeyKillEnable) ||<br>
> > > > > > + * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode<br>
> > !=<br>
> > > > > PSCDEPTH_OFF))<br>
> > > > > > + */<br>
> > > > > > +<br>
> > > > > > + /* These are always true:<br>
> > > > > > + * 3DSTATE_WM::<wbr>ForceThreadDispatch != 1 &&<br>
> > > > > > + * !(3DSTATE_RASTER::<wbr>ForceSampleCount != NUMRASTSAMPLES_0)<br>
> > > > > > + */<br>
> > > > > > +<br>
> > > > > > + /* We only enable the PMA fix if HiZ is enabled. However, if<br>
> > HiZ is<br>
> > > > > > + * *not* enabled and we don't set this bit there is no harm.<br>
> > > > > Therefore,<br>
> > > > > > + * we can just treat the NULL framebuffer case as has_hiz ==<br>
> > false<br>
> > > > > and<br>
> > > > > > + * everything will work just fine.<br>
> > > > > > + */<br>
> > > > > > + if (cmd_buffer->state.framebuffer == NULL)<br>
> > > > > > + return false;<br>
> > > > > > +<br>
> > > > > > + /* (3DSTATE_DEPTH_BUFFER::<wbr>SURFACE_TYPE != NULL) &&<br>
> > > > > > + * 3DSTATE_DEPTH_BUFFER::HIZ Enable<br>
> > > > > > + */<br>
> > > > > > + const struct anv_image_view *ds_iview =<br>
> > > > > > + anv_cmd_buffer_get_depth_<wbr>stencil_view(cmd_buffer);<br>
> > > > > > + if (!ds_iview || ds_iview->image->aux_usage !=<br>
> > ISL_AUX_USAGE_HIZ)<br>
> > > > ><br>
> > > > > I think there's an error here. For depth buffers,<br>
> > anv_image::aux_usage<br>
> > > > > only indicates if there is an auxiliary HiZ buffer present. It does<br>
> > not<br>
> > > > > indicate that the HiZ buffer is being used within a render pass. For<br>
> > > > > that you'd have to check anv_attachment_state::aux_<wbr>usage.<br>
> > > > ><br>
> > > ><br>
> > > > So things just got more interesting... The Vulkan spec only requires<br>
> > that<br>
> > > > the render pass provided to pInheritanceInfo for the<br>
> > vkBeginCommandBuffer<br>
> > > > of a secondary command buffer to be "compatible" with the render pass<br>
> > > > provided to vkCmdBeginRenderPass. The rules for compatibility<br>
> > explicitly<br>
> > > > allow the initial and final layouts of the attachments to differ. This<br>
> > > > means that, if HiZ usage within a render pass is determined by the<br>
> > initial<br>
> > > > layout, we can never know if HiZ is enabled in a secondary command<br>
> > buffer<br>
> > > > and we always have to leave the PMA stall off. That's fairly brutal to<br>
> > > > apps.<br>
> > ><br>
> > > That is interesting. I'm glad you found this. Perhaps we can get around<br>
> > > this by computing part of the PMA fix at the start of the subpass, and<br>
> > > the latter portion at the draw call?<br>
> > ><br>
> ><br>
> > That seems to be what your v2 patches are doing, so the problem is<br>
> > solved right?<br>
> ><br>
><br>
> Basically, yes in the sense that it's correct. However, the new<br>
> hiz_enabled bit is always false inside secondaries so they take a perf hit.<br>
><br>
<br>
</div></div>Right, I was thinking about secondaries incorrectly.<br>
<span class=""><br>
><br>
> > -Nanley<br>
> ><br>
> > > ><br>
> > > > How bad would it be to enable HiZ within the render pass for the case<br>
> > where<br>
> > > > they use the GENERAL layout and then resolve at the end? They used the<br>
> > > > GENERAL layout so they know they won't get fantastic performance so<br>
> > maybe<br>
> > > > that's ok?<br>
> > > ><br>
> > ><br>
> > > Now that we've seen a benchmark out in the wild that uses depth input<br>
> > > attachments, I think we'll want the GENERAL layout to be fast and for<br>
> > > our software handling it to be straight-forward. I think we can<br>
> > > accomplish this by adding HiZ R/W support to BLORP. A local series of<br>
> > > mine that enables HiZ for input attachments takes a step towards this by<br>
> > > getting rid of the read-depth-through-HiZ situation we currently have<br>
> > > for the GENERAL layout.<br>
> ><br>
><br>
> We can do whatever we want inside the render pass. The initial and final<br>
> layouts are just that, "initial" and "final". We can do an implicit layout<br>
> transition from initial to DEPTH_STENCIL_ATTACHMENT_<wbr>OPTIMAL at the top of<br>
> the render pass and then transition to final at the end. It just clients<br>
> which use GENERAL when they don't need to will get resolves. If you don't<br>
> want resolves, use layout transitions properly and you won't get them.<br>
<br>
</span>Thanks for expounding, that makes sense. In order for this to work,<br>
you'd also have to force all depth textures to be sampled through HiZ<br>
(as is currently the case).<br>
<span class=""><br>
><br>
> Yes, adding depth/hiz support to BLORP will let us leave HiZ on for all<br>
> GENERAL layouts but I don't think it's needed to solve the current problem<br>
> or to get fast depth input attachments.<br>
><br>
<br>
</span>Sorry if I gave the impression that I thought this patch depended on<br>
BLORP having HiZ support, that wasn't my intention. I was replying to<br>
how we should handle the GENERAL layout in the future.<br>
<br>
I also don't think it's the only way to solve this problem, but I do<br>
think it's the most straight-forward. I've been trying to share code<br>
between depth and color in the process of making CCS use layouts.<br>
Having such support in BLORP would avoid having to special-case depth.<span class="HOEnZb"><font color="#888888"><br></font></span></blockquote><div><br></div><div>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...<br><br></div><div>I think we're on the same page now. Thanks for your patience. :-)<br></div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class="HOEnZb"><font color="#888888">
-Nanley<br>
</font></span><div class="HOEnZb"><div class="h5"><br>
> --Jason<br>
><br>
><br>
> > > -Nanley<br>
> > ><br>
> > > > Either way, I'll respin and make it correct. We can sort this issue<br>
> > out and<br>
> > > > hopefully give secondary command buffer users their 2-3% later.<br>
> > > ><br>
> > > > --Jason<br>
> > > ><br>
> > > ><br>
> > > > > -Nanley<br>
> > > > ><br>
> > > > > > + return false;<br>
> > > > > > +<br>
> > > > > > + /* 3DSTATE_PS_EXTRA::<wbr>PixelShaderValid */<br>
> > > > > > + struct anv_pipeline *pipeline = cmd_buffer->state.pipeline;<br>
> > > > > > + if (!anv_pipeline_has_stage(<wbr>pipeline, MESA_SHADER_FRAGMENT))<br>
> > > > > > + return false;<br>
> > > > > > +<br>
> > > > > > + /* !(3DSTATE_WM::EDSC_Mode == 2) */<br>
> > > > > > + const struct brw_wm_prog_data *wm_prog_data =<br>
> > > > > get_wm_prog_data(pipeline);<br>
> > > > > > + if (wm_prog_data->early_fragment_<wbr>tests)<br>
> > > > > > + return false;<br>
> > > > > > +<br>
> > > > > > + /* We never use anv_pipeline for HiZ ops so this is trivially<br>
> > true:<br>
> > > > > > + * !(3DSTATE_WM_HZ_OP::<wbr>DepthBufferClear ||<br>
> > > > > > + * 3DSTATE_WM_HZ_OP::<wbr>DepthBufferResolve ||<br>
> > > > > > + * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve<br>
> > Enable ||<br>
> > > > > > + * 3DSTATE_WM_HZ_OP::<wbr>StencilBufferClear)<br>
> > > > > > + */<br>
> > > > > > +<br>
> > > > > > + /* 3DSTATE_STENCIL_BUFFER::<wbr>STENCIL_BUFFER_ENABLE &&<br>
> > > > > > + * 3DSTATE_WM_DEPTH_STENCIL::<wbr>StencilTestEnable<br>
> > > > > > + */<br>
> > > > > > + const bool stc_test_en =<br>
> > > > > > + (ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&<br>
> > > > > > + pipeline->stencil_test_enable;<br>
> > > > > > +<br>
> > > > > > + /* 3DSTATE_STENCIL_BUFFER::<wbr>STENCIL_BUFFER_ENABLE &&<br>
> > > > > > + * (3DSTATE_WM_DEPTH_STENCIL::<wbr>Stencil Buffer Write Enable &&<br>
> > > > > > + * 3DSTATE_DEPTH_BUFFER::STENCIL_<wbr>WRITE_ENABLE)<br>
> > > > > > + */<br>
> > > > > > + const bool stc_write_en =<br>
> > > > > > + (ds_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&<br>
> > > > > > + pipeline->writes_stencil;<br>
> > > > > > +<br>
> > > > > > + /* STC_TEST_EN && 3DSTATE_PS_EXTRA::<wbr>PixelShaderComputesStencil<br>
> > */<br>
> > > > > > + const bool comp_stc_en = stc_test_en &&<br>
> > > > > wm_prog_data->computed_<wbr>stencil;<br>
> > > > > > +<br>
> > > > > > + /* COMP_STC_EN || STC_WRITE_EN */<br>
> > > > > > + if (!(comp_stc_en || stc_write_en))<br>
> > > > > > + return false;<br>
> > > > > > +<br>
> > > > > > + /* (3DSTATE_PS_EXTRA::<wbr>PixelShaderKillsPixels ||<br>
> > > > > > + * 3DSTATE_WM::ForceKillPix == ON ||<br>
> > > > > > + * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||<br>
> > > > > > + * 3DSTATE_PS_BLEND::<wbr>AlphaToCoverageEnable ||<br>
> > > > > > + * 3DSTATE_PS_BLEND::<wbr>AlphaTestEnable ||<br>
> > > > > > + * 3DSTATE_WM_CHROMAKEY::<wbr>ChromaKeyKillEnable) ||<br>
> > > > > > + * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode !=<br>
> > > > > PSCDEPTH_OFF)<br>
> > > > > > + */<br>
> > > > > > + return pipeline->kill_pixel ||<br>
> > > > > > + wm_prog_data->computed_depth_<wbr>mode != PSCDEPTH_OFF;<br>
> > > > > > +}<br>
> > > > > > +<br>
> > > > > > void<br>
> > > > > > genX(cmd_buffer_flush_dynamic_<wbr>state)(struct anv_cmd_buffer<br>
> > *cmd_buffer)<br>
> > > > > > {<br>
> > > > > > @@ -398,6 +541,7 @@ genX(cmd_buffer_flush_dynamic_<wbr>state)(struct<br>
> > > > > anv_cmd_buffer *cmd_buffer)<br>
> > > > > > }<br>
> > > > > ><br>
> > > > > > if (cmd_buffer->state.dirty & (ANV_CMD_DIRTY_PIPELINE |<br>
> > > > > > + ANV_CMD_DIRTY_RENDER_TARGETS |<br>
> > > > > > ANV_CMD_DIRTY_DYNAMIC_STENCIL_<br>
> > COMPARE_MASK<br>
> > > > > |<br>
> > > > > > ANV_CMD_DIRTY_DYNAMIC_STENCIL_<br>
> > WRITE_MASK<br>
> > > > > |<br>
> > > > > > ANV_CMD_DIRTY_DYNAMIC_STENCIL_<br>
> > REFERENCE))<br>
> > > > > {<br>
> > > > > > @@ -423,6 +567,9 @@ genX(cmd_buffer_flush_dynamic_<wbr>state)(struct<br>
> > > > > anv_cmd_buffer *cmd_buffer)<br>
> > > > > ><br>
> > > > > > anv_batch_emit_merge(&cmd_<wbr>buffer->batch, dwords,<br>
> > > > > > pipeline->gen9.wm_depth_<wbr>stencil);<br>
> > > > > > +<br>
> > > > > > + genX(cmd_buffer_enable_pma_<wbr>fix)(cmd_buffer,<br>
> > > > > > +<br>
> > want_stencil_pma_fix(cmd_buffe<br>
> > > > > r));<br>
> > > > > > }<br>
> > > > > > #endif<br>
> > > > > ><br>
> > > > > > diff --git a/src/intel/vulkan/genX_<wbr>pipeline.c<br>
> > > > > b/src/intel/vulkan/genX_<wbr>pipeline.c<br>
> > > > > > index 3f701f3..3087037 100644<br>
> > > > > > --- a/src/intel/vulkan/genX_<wbr>pipeline.c<br>
> > > > > > +++ b/src/intel/vulkan/genX_<wbr>pipeline.c<br>
> > > > > > @@ -742,6 +742,7 @@ emit_ds_state(struct anv_pipeline *pipeline,<br>
> > > > > > * to make sure it's initialized to something useful.<br>
> > > > > > */<br>
> > > > > > pipeline->writes_stencil = false;<br>
> > > > > > + pipeline->stencil_test_enable = false;<br>
> > > > > > pipeline->writes_depth = false;<br>
> > > > > > pipeline->depth_test_enable = false;<br>
> > > > > > memset(depth_stencil_dw, 0, sizeof(depth_stencil_dw));<br>
> > > > > > @@ -757,6 +758,7 @@ emit_ds_state(struct anv_pipeline *pipeline,<br>
> > > > > ><br>
> > > > > > VkPipelineDepthStencilStateCre<wbr>ateInfo info = *pCreateInfo;<br>
> > > > > > sanitize_ds_state(&info, &pipeline->writes_stencil,<br>
> > ds_aspects);<br>
> > > > > > + pipeline->stencil_test_enable = info.stencilTestEnable;<br>
> > > > > > pipeline->writes_depth = info.depthWriteEnable;<br>
> > > > > > pipeline->depth_test_enable = info.depthTestEnable;<br>
> > > > > ><br>
> > > > > > @@ -1514,8 +1516,8 @@ compute_kill_pixel(struct anv_pipeline<br>
> > *pipeline,<br>
> > > > > > const struct brw_wm_prog_data *wm_prog_data =<br>
> > > > > get_wm_prog_data(pipeline);<br>
> > > > > ><br>
> > > > > > /* This computes the KillPixel portion of the computation for<br>
> > > > > whether or<br>
> > > > > > - * not we want to enable the PMA fix on gen8. It's given by<br>
> > this<br>
> > > > > chunk of<br>
> > > > > > - * the giant formula:<br>
> > > > > > + * not we want to enable the PMA fix on gen8 or gen9. It's<br>
> > given by<br>
> > > > > this<br>
> > > > > > + * chunk of the giant formula:<br>
> > > > > > *<br>
> > > > > > * (3DSTATE_PS_EXTRA::<wbr>PixelShaderKillsPixels ||<br>
> > > > > > * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||<br>
> > > > > > --<br>
> > > > > > 2.5.0.400.gff86faf<br>
> > > > > ><br>
> > > > > > ______________________________<wbr>_________________<br>
> > > > > > mesa-dev mailing list<br>
> > > > > > <a href="mailto:mesa-dev@lists.freedesktop.org">mesa-dev@lists.freedesktop.org</a><br>
> > > > > > <a href="https://lists.freedesktop.org/mailman/listinfo/mesa-dev" rel="noreferrer" target="_blank">https://lists.freedesktop.org/<wbr>mailman/listinfo/mesa-dev</a><br>
> > > > ><br>
> ><br>
</div></div></blockquote></div><br></div></div>