anv/pipeline: set ThreadDispatchEnable conditionally

Set 3DSTATE_WM/ThreadDispatchEnable bit on/off based on the same
conditions as used in the GL version.

Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Juan A. Suarez Romero 2017-02-03 12:11:38 +01:00
parent dfb1b543f3
commit 02264bc6f9
1 changed files with 26 additions and 23 deletions

View File

@ -1174,6 +1174,26 @@ emit_3dstate_gs(struct anv_pipeline *pipeline)
}
}
static inline bool
has_color_buffer_write_enabled(const struct anv_pipeline *pipeline)
{
const struct anv_shader_bin *shader_bin =
pipeline->shaders[MESA_SHADER_FRAGMENT];
if (!shader_bin)
return false;
const struct anv_pipeline_bind_map *bind_map = &shader_bin->bind_map;
for (int i = 0; i < bind_map->surface_count; i++) {
if (bind_map->surface_to_descriptor[i].set !=
ANV_DESCRIPTOR_SET_COLOR_ATTACHMENTS)
continue;
if (bind_map->surface_to_descriptor[i].index != UINT8_MAX)
return true;
}
return false;
}
static void
emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
const VkPipelineMultisampleStateCreateInfo *multisample)
@ -1202,9 +1222,6 @@ emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
wm_prog_data->barycentric_interp_modes;
#if GEN_GEN < 8
/* FIXME: This needs a lot more work, cf gen7 upload_wm_state(). */
wm.ThreadDispatchEnable = true;
wm.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode;
wm.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth;
wm.PixelShaderUsesSourceW = wm_prog_data->uses_src_w;
@ -1220,6 +1237,12 @@ emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
wm.PixelShaderKillsPixel = subpass->has_ds_self_dep ||
wm_prog_data->uses_kill;
if (wm.PixelShaderComputedDepthMode != PSCDEPTH_OFF ||
wm_prog_data->has_side_effects ||
wm.PixelShaderKillsPixel ||
has_color_buffer_write_enabled(pipeline))
wm.ThreadDispatchEnable = true;
if (samples > 1) {
wm.MultisampleRasterizationMode = MSRASTMODE_ON_PATTERN;
if (wm_prog_data->persample_dispatch) {
@ -1338,26 +1361,6 @@ emit_3dstate_ps(struct anv_pipeline *pipeline,
}
}
static inline bool
has_color_buffer_write_enabled(const struct anv_pipeline *pipeline)
{
const struct anv_shader_bin *shader_bin =
pipeline->shaders[MESA_SHADER_FRAGMENT];
if (!shader_bin)
return false;
const struct anv_pipeline_bind_map *bind_map = &shader_bin->bind_map;
for (int i = 0; i < bind_map->surface_count; i++) {
if (bind_map->surface_to_descriptor[i].set !=
ANV_DESCRIPTOR_SET_COLOR_ATTACHMENTS)
continue;
if (bind_map->surface_to_descriptor[i].index != UINT8_MAX)
return true;
}
return false;
}
#if GEN_GEN >= 8
static void
emit_3dstate_ps_extra(struct anv_pipeline *pipeline,