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shader: Implement early Z tests
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09165ae189
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3 changed files with 5 additions and 0 deletions
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@ -178,6 +178,9 @@ void DefineEntryPoint(const IR::Program& program, EmitContext& ctx, Id main) {
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if (program.info.stores_frag_depth) {
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if (program.info.stores_frag_depth) {
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ctx.AddExecutionMode(main, spv::ExecutionMode::DepthReplacing);
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ctx.AddExecutionMode(main, spv::ExecutionMode::DepthReplacing);
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}
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}
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if (ctx.profile.force_early_z) {
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ctx.AddExecutionMode(main, spv::ExecutionMode::EarlyFragmentTests);
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}
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break;
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break;
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default:
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default:
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throw NotImplementedException("Stage {}", program.stage);
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throw NotImplementedException("Stage {}", program.stage);
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@ -53,6 +53,7 @@ struct Profile {
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std::array<AttributeType, 32> generic_input_types{};
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std::array<AttributeType, 32> generic_input_types{};
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bool convert_depth_mode{};
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bool convert_depth_mode{};
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bool force_early_z{};
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InputTopology input_topology{};
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InputTopology input_topology{};
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@ -934,6 +934,7 @@ Shader::Profile PipelineCache::MakeProfile(const GraphicsPipelineCacheKey& key,
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profile.input_topology = Shader::InputTopology::TrianglesAdjacency;
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profile.input_topology = Shader::InputTopology::TrianglesAdjacency;
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break;
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break;
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}
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}
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profile.force_early_z = key.state.early_z != 0;
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return profile;
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return profile;
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}
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}
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