From 3695c8ec1e9dc5d5a9bd834aad5d3dad0a22b01a Mon Sep 17 00:00:00 2001 From: Tim Rowley Date: Wed, 7 Jun 2017 13:32:11 -0500 Subject: [PATCH] swr/rast: Fix early z / query interaction 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 Reviewed-by: Bruce Cherniak --- 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