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Vulkan fragment shaders: Don't opportunistically emit "layout (early_fragment_tests) in" #15673

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merged 2 commits into from
Jul 12, 2022

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hrydgard
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The purpose of this feature is not really for optimization, it's to get a specific behavior that we really don't care about. Drivers are pretty good at getting this potential performance improvement automatically if it's possible without changing the output.

git blame says I originally added it, heh.

Note that this is never activated in the situation talked about in #15016 where discard gets ignored for stencil writes (discard comes from the alpha/color tests), so this was not what broke that.

Don't think it'll make much difference one way or another, though, just trying to reduce complexity.

hrydgard added 2 commits July 12, 2022 00:14
…fragment_tests)"

The purpose of this is not really for optimization, it's to get a
specific behavior that we really don't care about. Drivers are pretty
good at getting this potential performance improvement automatically
if it's possible without changing the output.

git blame says I added it, heh.

Don't think it'll make much difference one way or another, though, but
trying to reduce complexity.
@hrydgard hrydgard added Vulkan GE emulation Backend-independent GPU issues labels Jul 11, 2022
@hrydgard hrydgard added this to the v1.13.0 milestone Jul 11, 2022
@unknownbrackets
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I do think I added it explicitly in #11197. Was trying to explicitly enable the behavior described by the spec which uses "if and only if" language. Hoped it would mean less of these bugs, but clearly hasn't helped, so I don't mind seeing it go.

-[Unknown]

@hrydgard
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Ah, guess I got a false hit to my shader gen refactoring with git blame.

@hrydgard hrydgard merged commit f9ba5c3 into master Jul 12, 2022
@hrydgard hrydgard deleted the remove-early-fragment-tests branch July 12, 2022 07:13
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