From: Nicolai Hähnle <nicolai.haeh...@amd.com>

For some reason, this change is only necessary on SI.

Cc: mesa-sta...@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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