Mesa (main): radv: Remove num_viewports from radv_skip_ngg_culling.
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Fri Jul 16 13:20:03 UTC 2021
Module: Mesa
Branch: main
Commit: d07e5bde751a7f85ded96b35660075d8f782b49c
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=d07e5bde751a7f85ded96b35660075d8f782b49c
Author: Timur Kristóf <timur.kristof at gmail.com>
Date: Thu Jul 15 17:19:56 2021 +0200
radv: Remove num_viewports from radv_skip_ngg_culling.
NGG culling is not compiled into shaders that can use multiple
viewports, so it's not necessary to check it here.
Fixes: 9a95f5487f5ab83fa44bea12afa30cf1a25fc9db
Signed-off-by: Timur Kristóf <timur.kristof at gmail.com>
Reviewed-by: Daniel Schürmann <daniel at schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11910>
---
src/amd/vulkan/radv_cmd_buffer.c | 10 +++-------
1 file changed, 3 insertions(+), 7 deletions(-)
diff --git a/src/amd/vulkan/radv_cmd_buffer.c b/src/amd/vulkan/radv_cmd_buffer.c
index 66ebd70ad34..b68e0796a68 100644
--- a/src/amd/vulkan/radv_cmd_buffer.c
+++ b/src/amd/vulkan/radv_cmd_buffer.c
@@ -5664,17 +5664,15 @@ enum {
ALWAYS_INLINE static bool
radv_skip_ngg_culling(bool has_tess, const unsigned vtx_cnt,
- bool indirect, unsigned num_viewports)
+ bool indirect)
{
/* If we have to draw only a few vertices, we get better latency if
* we disable NGG culling.
*
* When tessellation is used, what matters is the number of tessellated
* vertices, so let's always assume it's not a small draw.
- *
- * TODO: Figure out how to do culling with multiple viewports efficiently.
*/
- return !has_tess && !indirect && vtx_cnt < 512 && num_viewports == 1;
+ return !has_tess && !indirect && vtx_cnt < 512;
}
ALWAYS_INLINE static uint32_t
@@ -5757,9 +5755,7 @@ radv_emit_ngg_culling_state(struct radv_cmd_buffer *cmd_buffer, const struct rad
* For small draw calls, we disable culling by setting the SGPR to 0.
*/
const bool skip =
- radv_skip_ngg_culling(
- stage == MESA_SHADER_TESS_EVAL, draw_info->count, draw_info->indirect,
- cmd_buffer->state.dynamic.viewport.count);
+ radv_skip_ngg_culling(stage == MESA_SHADER_TESS_EVAL, draw_info->count, draw_info->indirect);
/* See if anything changed. */
if (!dirty && skip == cmd_buffer->state.last_nggc_skip)
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