freedreno/a6xx: disable LRZ when color channels are masked

From the PoV of early-z tests, having masked color channels is basically
like blend, ie. we do actually care about the fragments (or at least
parts of them) from previous draws.

Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6409>
This commit is contained in:
Rob Clark 2020-08-20 11:14:36 -07:00 committed by Marge Bot
parent 4de027d6bf
commit 6a8aaf7c00
1 changed files with 14 additions and 1 deletions

View File

@ -166,7 +166,20 @@ fd6_blend_state_create(struct pipe_context *pctx,
const struct pipe_rt_blend_state *rt = &cso->rt[i];
so->reads_dest |= rt->blend_enable;
if (rt->blend_enable) {
/* From the PoV of LRZ, having masked color channels is
* the same as having blend enabled, in that the draw will
* care about the fragments from an earlier draw.
*
* NOTE we actually don't care about masked color channels
* that don't actually exist in the render target, but we
* don't know the render target format here to determine
* that. It is probably not worth worrying about, but if
* we find a game/benchmark that goes out of it's way to
* mask off non-existent channels, we should fixup the
* pipe_blend_state to give us more info.
*/
if (rt->blend_enable || (rt->colormask != 0xf)) {
so->reads_dest = true;
}
}