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renderer: ignore inactive stencil registers for depth-only targets (#425)
graphics: ignore inactive Hi-Stencil state Co-authored-by: nmzik <Nmzik@mail.ru>
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@@ -177,10 +177,7 @@ void RenderExecutor::ResolveRenderDepthTarget(uint64_t submit_id, CommandBuffer&
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(z.stencil_read_base_addr & 0xffffu) != 0) {
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DepthFatal("unsupported stencil attachment state");
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}
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} else if (z.stencil_read_base_addr != 0 || z.stencil_write_base_addr != 0 ||
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!htile_stencil_compat ||
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z.stencil_info.texture_compatibility !=
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Prospero::TextureCompatibleStencil::kDisable) {
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} else if (z.stencil_read_base_addr != 0 || z.stencil_write_base_addr != 0) {
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DepthFatal("stencil state without an active stencil attachment");
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}
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if (has_htile) {
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@@ -11,9 +11,11 @@
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namespace Libs::Graphics {
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// Without a stencil plane, Hi-Stencil fields are inactive. An active plane is compatible when
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// Hi-Stencil is disabled or HTile backing is present.
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inline constexpr bool depth_htile_stencil_acceleration_compatible(bool has_stencil, bool has_htile,
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bool htile_stencil_disabled) {
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return htile_stencil_disabled || (has_stencil && has_htile);
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return !has_stencil || htile_stencil_disabled || has_htile;
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}
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struct RenderDepthInfo {
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