Vulkan: Workaround Adreno discard bug #11197
Merged
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Like #11192, but applied to regular fragment shaders too. However, I did some more testing: it still works with
depth_unchanged
(ExecutionModeDepthUnchanged) specified. I think that should prevent any performance impact over and above already usingdiscard
.I updated stencil to match, although it shouldn't matter since it doesn't use depth. Just for consistency.
At first, I planned to do this for Adreno only, but I found a MESA bug that was exactly the same. Now I'm expecting other mobile drivers did the wrong thing too. We can easily restrict it
gl_extensions.bugs
if we discover performance impact.On the topic of bad drivers, the spec says (emphasis mine):
I realize this probably only specifies apparent behavior, but I figured it can't hurt to assert early_fragment_tests since we're detecting the opposite anyway.
-[Unknown]