tu: Fix state.lrz.force_late_z condition not being updated

It was accidentally made sticky when LRZ is disabled. That resulted
in a big perf regression in some games.

Fixes: 847ad80e03 ("tu/lrz: Consider FS depth layout when gl_FragDepth is written")

Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35029>
This commit is contained in:
Danylo Piliaiev
2025-05-16 17:25:57 +02:00
committed by Marge Bot
parent add5447483
commit 701d26be9d

View File

@@ -759,8 +759,8 @@ tu6_calculate_lrz_state(struct tu_cmd_buffer *cmd,
struct A6XX_GRAS_LRZ_CNTL gras_lrz_cntl = { 0 };
if (fs->variant->writes_pos && !fs->variant->fs.early_fragment_tests)
cmd->state.lrz.force_late_z = true;
cmd->state.lrz.force_late_z =
fs->variant->writes_pos && !fs->variant->fs.early_fragment_tests;
if (!cmd->state.lrz.valid) {
return gras_lrz_cntl;