Jose Maria Casanova Crespo 5b951bcdd7 v3d: Enable Early-Z with discards when depth updates are disabled
The Early-Z optimization is disabled when there is a discard
instruction in the shader used in the draw call.

But if discard is the only reason to disable Early-Z, and at
draw call time the updates in the draw call are disabled we
can enable Early-Z using a shader variant.

If there are occlussion queries active we also need to disable
Early-z optimization.

So this patch enables Early-Z in this scenario.

The performance improvement is significant when running gfxbench
benchmark showing an average improvement of 11.15%

fps_avg  helped:  gl_gfxbench_aztec_high.trace:  3.13 ->  3.73 (19.13%)
fps_avg  helped:  gl_gfxbench_aztec.trace:       4.82 ->  5.68 (17.88%)
fps_avg  helped:  gl_gfxbench_manhattan31.trace: 5.10 ->  6.00 (17.59%)
fps_avg  helped:  gl_gfxbench_manhattan.trace:   7.24 ->  8.36 (15.52%)
fps_avg  helped:  gl_gfxbench_trex.trace:       19.25 -> 20.17 ( 4.81%)

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32028>
2024-11-12 13:26:38 +00:00
2022-11-22 19:04:13 +00:00
2024-09-20 11:03:50 +00:00
2023-11-02 11:37:46 +00:00
2024-05-13 14:32:12 +00:00
2024-11-06 07:53:21 +00:00
2024-11-07 17:57:57 +00:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


Source
------

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---------------

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