[Mesa-dev] [PATCH 1/4] radeonsi: fix primitive ID in fragment shader when using tessellation
Nicolai Hähnle
nhaehnle at gmail.com
Wed May 3 13:58:02 UTC 2017
From: Nicolai Hähnle <nicolai.haehnle at amd.com>
In a VS->TCS->TES->PS pipeline, the primitive ID is read from TES exports,
so it is as if TES were using the primitive ID.
Specifically, this fixes a bug where the primitive ID is not reset at
the start of a new instance.
Cc: mesa-stable at lists.freedesktop.org
---
src/gallium/drivers/radeonsi/si_state_shaders.c | 27 ++++++++++++++++---------
1 file changed, 17 insertions(+), 10 deletions(-)
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
index e479422..d756f30 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -2132,50 +2132,55 @@ static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
if (sctx->vs_shader.cso == sel)
return;
sctx->vs_shader.cso = sel;
sctx->vs_shader.current = sel ? sel->first_variant : NULL;
sctx->do_update_shaders = true;
si_mark_atom_dirty(sctx, &sctx->clip_regs);
r600_update_vs_writes_viewport_index(&sctx->b, si_get_vs_info(sctx));
}
+static void si_update_tcs_tes_uses_prim_id(struct si_context *sctx)
+{
+ sctx->ia_multi_vgt_param_key.u.tcs_tes_uses_prim_id =
+ (sctx->tes_shader.cso &&
+ sctx->tes_shader.cso->info.uses_primid) ||
+ (sctx->tcs_shader.cso &&
+ sctx->tcs_shader.cso->info.uses_primid) ||
+ (sctx->ps_shader.cso && !sctx->gs_shader.cso &&
+ sctx->ps_shader.cso->info.uses_primid);
+}
+
static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
bool enable_changed = !!sctx->gs_shader.cso != !!sel;
if (sctx->gs_shader.cso == sel)
return;
sctx->gs_shader.cso = sel;
sctx->gs_shader.current = sel ? sel->first_variant : NULL;
sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
sctx->do_update_shaders = true;
si_mark_atom_dirty(sctx, &sctx->clip_regs);
sctx->last_rast_prim = -1; /* reset this so that it gets updated */
- if (enable_changed)
+ if (enable_changed) {
si_shader_change_notify(sctx);
+ if (sctx->ia_multi_vgt_param_key.u.uses_tess)
+ si_update_tcs_tes_uses_prim_id(sctx);
+ }
r600_update_vs_writes_viewport_index(&sctx->b, si_get_vs_info(sctx));
}
-static void si_update_tcs_tes_uses_prim_id(struct si_context *sctx)
-{
- sctx->ia_multi_vgt_param_key.u.tcs_tes_uses_prim_id =
- (sctx->tes_shader.cso &&
- sctx->tes_shader.cso->info.uses_primid) ||
- (sctx->tcs_shader.cso &&
- sctx->tcs_shader.cso->info.uses_primid);
-}
-
static void si_bind_tcs_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
bool enable_changed = !!sctx->tcs_shader.cso != !!sel;
if (sctx->tcs_shader.cso == sel)
return;
sctx->tcs_shader.cso = sel;
@@ -2216,20 +2221,22 @@ static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
/* skip if supplied shader is one already in use */
if (sctx->ps_shader.cso == sel)
return;
sctx->ps_shader.cso = sel;
sctx->ps_shader.current = sel ? sel->first_variant : NULL;
sctx->do_update_shaders = true;
+ if (sel && sctx->ia_multi_vgt_param_key.u.uses_tess)
+ si_update_tcs_tes_uses_prim_id(sctx);
si_mark_atom_dirty(sctx, &sctx->cb_render_state);
}
static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
{
if (shader->is_optimized) {
util_queue_fence_wait(&shader->optimized_ready);
util_queue_fence_destroy(&shader->optimized_ready);
}
--
2.9.3
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