i965/fs: Don't issue FB writes for bound but unwritten color targets.
We used to loop over all color attachments, and emit FB writes for each one, even if the shader didn't write to a corresponding output variable. Those color attachments would be filled with garbage (undefined values). Football Manager binds a framebuffer with 4 color attachments, but draws to it using a shader that only writes to gl_FragData[0..2]. This meant that color attachment 3 would be filled with garbage, resulting in rendering artifacts. Now we skip writing to it, fixing rendering. Writes to gl_FragColor initialize outputs[0..nr_color_regions-1] to GRFs, while writes to gl_FragData[i] initialize outputs[i]. Thanks to Jason Ekstrand for tracking this down. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86747 Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com> Cc: mesa-stable@lists.freedesktop.org
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@ -3668,7 +3668,7 @@ fs_visitor::emit_fb_writes()
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brw_wm_prog_data *prog_data = (brw_wm_prog_data*) this->prog_data;
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brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
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fs_inst *inst;
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fs_inst *inst = NULL;
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if (do_dual_src) {
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this->current_annotation = ralloc_asprintf(this->mem_ctx,
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"FB dual-source write");
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@ -3700,8 +3700,12 @@ fs_visitor::emit_fb_writes()
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}
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prog_data->dual_src_blend = true;
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} else if (key->nr_color_regions > 0) {
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} else {
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for (int target = 0; target < key->nr_color_regions; target++) {
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/* Skip over outputs that weren't written. */
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if (this->outputs[target].file == BAD_FILE)
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continue;
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this->current_annotation = ralloc_asprintf(this->mem_ctx,
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"FB write target %d",
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target);
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@ -3714,7 +3718,9 @@ fs_visitor::emit_fb_writes()
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this->output_components[target]);
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inst->target = target;
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}
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} else {
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}
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if (inst == NULL) {
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/* Even if there's no color buffers enabled, we still need to send
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* alpha out the pipeline to our null renderbuffer to support
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* alpha-testing, alpha-to-coverage, and so on.
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