[Mesa-dev] [PATCH 2/2] radv/gfx10: correctly determine the number of vertices per primitive
Ilia Mirkin
imirkin at alum.mit.edu
Mon Jul 22 16:01:33 UTC 2019
On Mon, Jul 22, 2019 at 11:49 AM Samuel Pitoiset
<samuel.pitoiset at gmail.com> wrote:
>
> For TES as NGG.
>
> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
> ---
> src/amd/vulkan/radv_nir_to_llvm.c | 17 ++++++++++++++++-
> 1 file changed, 16 insertions(+), 1 deletion(-)
>
> diff --git a/src/amd/vulkan/radv_nir_to_llvm.c b/src/amd/vulkan/radv_nir_to_llvm.c
> index 336bae28614..6e5a283f923 100644
> --- a/src/amd/vulkan/radv_nir_to_llvm.c
> +++ b/src/amd/vulkan/radv_nir_to_llvm.c
> @@ -112,6 +112,7 @@ struct radv_shader_context {
> unsigned gs_max_out_vertices;
> unsigned gs_output_prim;
>
> + unsigned tes_point_mode;
> unsigned tes_primitive_mode;
>
> uint32_t tcs_patch_outputs_read;
> @@ -3304,7 +3305,6 @@ handle_ngg_outputs_post(struct radv_shader_context *ctx)
> {
> LLVMBuilderRef builder = ctx->ac.builder;
> struct ac_build_if_state if_state;
> - unsigned num_vertices = 3;
> LLVMValueRef tmp;
>
> assert((ctx->stage == MESA_SHADER_VERTEX ||
> @@ -3322,6 +3322,20 @@ handle_ngg_outputs_post(struct radv_shader_context *ctx)
> ac_unpack_param(&ctx->ac, ctx->gs_vtx_offset[2], 0, 16),
> };
>
> + /* Determine the number of vertices per primitive. */
> + unsigned num_vertices;
> +
> + if (ctx->stage == MESA_SHADER_VERTEX) {
> + num_vertices = 3; /* TODO: optimize for points & lines */
> + } else {
> + if (ctx->tes_point_mode)
> + num_vertices = 1;
> + else if (ctx->tes_primitive_mode == GL_LINES)
> + num_vertices = 2;
> + else
> + num_vertices = 3;
> + }
> +
> /* TODO: streamout */
>
> /* Copy Primitive IDs from GS threads to the LDS address corresponding
> @@ -4435,6 +4449,7 @@ LLVMModuleRef ac_translate_nir_to_llvm(struct ac_llvm_compiler *ac_llvm,
> ctx.tcs_num_inputs = util_last_bit64(shader_info->info.vs.ls_outputs_written);
> ctx.tcs_num_patches = get_tcs_num_patches(&ctx);
> } else if (shaders[i]->info.stage == MESA_SHADER_TESS_EVAL) {
> + ctx.tes_point_mode = shaders[i]->info.tess.point_mode;
Drive-by-comment without reading the full context...
What if there's e.g. a GS which produces not-points? This bool will be
set, and the logic above will say num_vertices = 1, which presumably
is bad.
-ilia
> ctx.tes_primitive_mode = shaders[i]->info.tess.primitive_mode;
> ctx.abi.load_tess_varyings = load_tes_input;
> ctx.abi.load_tess_coord = load_tess_coord;
> --
> 2.22.0
>
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