[Mesa-dev] [PATCH 2/4] radeonsi: load patch_id for TES-as-ES when exporting for PS
Nicolai Hähnle
nhaehnle at gmail.com
Wed May 3 13:58:03 UTC 2017
From: Nicolai Hähnle <nicolai.haehnle at amd.com>
For some reason, this change is only necessary on SI.
Cc: mesa-stable at lists.freedesktop.org
---
src/gallium/drivers/radeonsi/si_state_shaders.c | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
index d756f30..8892fbe 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -846,21 +846,21 @@ static void si_shader_gs(struct si_screen *sscreen, struct si_shader *shader)
static void si_shader_vs(struct si_screen *sscreen, struct si_shader *shader,
struct si_shader_selector *gs)
{
struct si_pm4_state *pm4;
unsigned num_user_sgprs;
unsigned nparams, vgpr_comp_cnt;
uint64_t va;
unsigned oc_lds_en;
unsigned window_space =
shader->selector->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
- bool enable_prim_id = shader->key.mono.vs_export_prim_id;
+ bool enable_prim_id = shader->key.mono.vs_export_prim_id || shader->selector->info.uses_primid;
pm4 = si_get_shader_pm4_state(shader);
if (!pm4)
return;
/* We always write VGT_GS_MODE in the VS state, because every switch
* between different shader pipelines involving a different GS or no
* GS at all involves a switch of the VS (different GS use different
* copy shaders). On the other hand, when the API switches from a GS to
* no GS and then back to the same GS used originally, the GS state is
@@ -882,21 +882,21 @@ static void si_shader_vs(struct si_screen *sscreen, struct si_shader *shader,
vgpr_comp_cnt = 0; /* only VertexID is needed for GS-COPY. */
num_user_sgprs = SI_GSCOPY_NUM_USER_SGPR;
} else if (shader->selector->type == PIPE_SHADER_VERTEX) {
/* VGPR0-3: (VertexID, InstanceID / StepRate0, PrimID, InstanceID)
* If PrimID is disabled. InstanceID / StepRate1 is loaded instead.
* StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
*/
vgpr_comp_cnt = enable_prim_id ? 2 : (shader->info.uses_instanceid ? 1 : 0);
num_user_sgprs = SI_VS_NUM_USER_SGPR;
} else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
- vgpr_comp_cnt = shader->selector->info.uses_primid ? 3 : 2;
+ vgpr_comp_cnt = enable_prim_id ? 3 : 2;
num_user_sgprs = SI_TES_NUM_USER_SGPR;
} else
unreachable("invalid shader selector type");
/* VS is required to export at least one param. */
nparams = MAX2(shader->info.nr_param_exports, 1);
si_pm4_set_reg(pm4, R_0286C4_SPI_VS_OUT_CONFIG,
S_0286C4_VS_EXPORT_COUNT(nparams - 1));
si_pm4_set_reg(pm4, R_02870C_SPI_SHADER_POS_FORMAT,
--
2.9.3
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