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Rob Clark authored
Now that we are doing a better job of managing LRZ, add support for the EARLY_LRZ_LATE_Z mode. Since we properly disable LRZ write in cases where we don't know a fragment's z value during the binning pass (or when blend is enabled in a later draw, meaning we will need the earlier fragment's color), we can enable a mode that keeps the early-lrz test when the frag shader has kill/discard. This will only discard geometry that is definitely not visible. This is a pretty big win for games/benchmarks that have a lot of frag shaders with kill/discard. More than 10% gain for gfxbench trex/mh and 40% gain for mh31. Signed-off-by: Rob Clark <robdclark@chromium.org> Part-of: <mesa!5298>
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