panfrost: Fix background showing when using discard

This fixes problems in a number of games, including SuperTuxKart,
OpenMW and RVGL.

v2: Use MALI_READS_ZS | 0x20 instead of MALI_WRITES_Z to match with
the blob. Keep using 0x400 | 0x20 when depth is disabled.

Closes: #2620
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5001>
This commit is contained in:
Icecream95 2020-05-12 14:08:09 +12:00 committed by Marge Bot
parent 15dd7933bc
commit 0dd24b381c
1 changed files with 7 additions and 1 deletions

View File

@ -789,8 +789,14 @@ panfrost_frag_shader_meta_init(struct panfrost_context *ctx,
* related to forward-pixel kill, as per "Mali Performance 3: Is
* EGL_BUFFER_PRESERVED a good thing?" by Peter Harris */
const struct pipe_depth_stencil_alpha_state *zsa = ctx->depth_stencil;
bool depth_enabled = fs->writes_depth ||
(zsa && zsa->depth.enabled && zsa->depth.func != PIPE_FUNC_ALWAYS);
SET_BIT(fragmeta->unknown2_3, MALI_CAN_DISCARD, fs->can_discard);
SET_BIT(fragmeta->midgard1.flags_lo, 0x400, fs->can_discard);
SET_BIT(fragmeta->midgard1.flags_lo, 0x400, !depth_enabled && fs->can_discard);
SET_BIT(fragmeta->midgard1.flags_lo, MALI_READS_ZS, depth_enabled && fs->can_discard);
}
panfrost_frag_meta_rasterizer_update(ctx, fragmeta);