[Mesa-dev] nir: Add ability for shaders to use window space coordinates - broken tessellation under NIR - bisected

Timur Kristóf timur.kristof at gmail.com
Thu Mar 7 07:27:20 UTC 2019


Hi Dieter,

Thanks for noticing this.
I think I made a mistake by setting window_space_position the way I
did. Should've only set that for vertex shaders.

I believe this is the right thing to do:
https://gitlab.freedesktop.org/Venemo/mesa/commit/4d8b97bacbe14bd6584d7a45ff98e65dfcb4c02b
Still need to test it myself. If it works, I'll submit a MR.

Let me know what you think.
Best regards,
Tim


On Thu, 2019-03-07 at 05:45 +0100, Dieter Nützel wrote:
> This commit (#317f10bf404) brake whole tessellation (empty parts of
> the 
> screen) running UH under radeonsi NIR on Polaris 20 (RX580).
> 
> 317f10bf404b562e1dda79c0636aee86beeccc2f is the first bad commit
> commit 317f10bf404b562e1dda79c0636aee86beeccc2f
> Author: Timur Kristóf <timur.kristof at gmail.com>
> Date:   Tue Feb 5 18:08:24 2019 +0100
> 
>      nir: Add ability for shaders to use window space coordinates.
> 
>      This patch adds a shader_info field that tells the driver to
> use 
> window
>      space coordinates for a given vertex shader. It also enables
> this 
> feature
>      in radeonsi (the only NIR-capable driver that supported it in
> TGSI),
>      and makes tgsi_to_nir aware of it.
> 
>      Signed-Off-By: Timur Kristóf <timur.kristof at gmail.com>
>      Tested-by: Andre Heider <a.heider at gmail.com>
>      Tested-by: Rob Clark <robdclark at gmail.com>
>      Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
>      Reviewed-by: Eric Anholt <eric at anholt.net>
> 
> :040000 040000 3123b07ce063ffd4fee56974c64c130f3e617373 
> df57eb5bb70c0e46583399c73db499e1970fdd1b M src
> 
> Reverting it fixed UH.
> 
> Sorry, I don't have time for a ticket, yet 'cause I badly need some 
> sleep...
> 
> Dieter



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