[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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