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