On Wed, Dec 3, 2014 at 5:58 PM, Kenneth Graunke wrote:
> On Tuesday, December 02, 2014 10:34:49 AM Matt Turner wrote:
>> On Tue, Dec 2, 2014 at 3:50 AM, Kenneth Graunke
>> wrote:
>> > The "Pixel Shader Computed Depth Mode" value is entirely based on the
>> > shader program, so we can easily do i
On Tuesday, December 02, 2014 10:34:49 AM Matt Turner wrote:
> On Tue, Dec 2, 2014 at 3:50 AM, Kenneth Graunke wrote:
> > The "Pixel Shader Computed Depth Mode" value is entirely based on the
> > shader program, so we can easily do it at compile time. This avoids the
> > if+switch on every 3DSTAT
On Tue, Dec 2, 2014 at 3:50 AM, Kenneth Graunke wrote:
> The "Pixel Shader Computed Depth Mode" value is entirely based on the
> shader program, so we can easily do it at compile time. This avoids the
> if+switch on every 3DSTATE_WM (Gen7)/3DSTATE_PS_EXTRA (Gen8+) upload,
> and shares a bit more
The "Pixel Shader Computed Depth Mode" value is entirely based on the
shader program, so we can easily do it at compile time. This avoids the
if+switch on every 3DSTATE_WM (Gen7)/3DSTATE_PS_EXTRA (Gen8+) upload,
and shares a bit more code.
This also simplifies the PMA stall code, making it match