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

In a VS->TCS->TES->PS pipeline, the primitive ID is read from TES exports,
so it is as if TES were using the primitive ID.

Specifically, this fixes a bug where the primitive ID is not reset at
the start of a new instance.

Cc: mesa-sta...@lists.freedesktop.org
---
 src/gallium/drivers/radeonsi/si_state_shaders.c | 27 ++++++++++++++++---------
 1 file changed, 17 insertions(+), 10 deletions(-)

diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c 
b/src/gallium/drivers/radeonsi/si_state_shaders.c
index e479422..d756f30 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -2132,50 +2132,55 @@ static void si_bind_vs_shader(struct pipe_context *ctx, 
void *state)
        if (sctx->vs_shader.cso == sel)
                return;
 
        sctx->vs_shader.cso = sel;
        sctx->vs_shader.current = sel ? sel->first_variant : NULL;
        sctx->do_update_shaders = true;
        si_mark_atom_dirty(sctx, &sctx->clip_regs);
        r600_update_vs_writes_viewport_index(&sctx->b, si_get_vs_info(sctx));
 }
 
+static void si_update_tcs_tes_uses_prim_id(struct si_context *sctx)
+{
+       sctx->ia_multi_vgt_param_key.u.tcs_tes_uses_prim_id =
+               (sctx->tes_shader.cso &&
+                sctx->tes_shader.cso->info.uses_primid) ||
+               (sctx->tcs_shader.cso &&
+                sctx->tcs_shader.cso->info.uses_primid) ||
+               (sctx->ps_shader.cso && !sctx->gs_shader.cso &&
+                sctx->ps_shader.cso->info.uses_primid);
+}
+
 static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
 {
        struct si_context *sctx = (struct si_context *)ctx;
        struct si_shader_selector *sel = state;
        bool enable_changed = !!sctx->gs_shader.cso != !!sel;
 
        if (sctx->gs_shader.cso == sel)
                return;
 
        sctx->gs_shader.cso = sel;
        sctx->gs_shader.current = sel ? sel->first_variant : NULL;
        sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
        sctx->do_update_shaders = true;
        si_mark_atom_dirty(sctx, &sctx->clip_regs);
        sctx->last_rast_prim = -1; /* reset this so that it gets updated */
 
-       if (enable_changed)
+       if (enable_changed) {
                si_shader_change_notify(sctx);
+               if (sctx->ia_multi_vgt_param_key.u.uses_tess)
+                       si_update_tcs_tes_uses_prim_id(sctx);
+       }
        r600_update_vs_writes_viewport_index(&sctx->b, si_get_vs_info(sctx));
 }
 
-static void si_update_tcs_tes_uses_prim_id(struct si_context *sctx)
-{
-       sctx->ia_multi_vgt_param_key.u.tcs_tes_uses_prim_id =
-               (sctx->tes_shader.cso &&
-                sctx->tes_shader.cso->info.uses_primid) ||
-               (sctx->tcs_shader.cso &&
-                sctx->tcs_shader.cso->info.uses_primid);
-}
-
 static void si_bind_tcs_shader(struct pipe_context *ctx, void *state)
 {
        struct si_context *sctx = (struct si_context *)ctx;
        struct si_shader_selector *sel = state;
        bool enable_changed = !!sctx->tcs_shader.cso != !!sel;
 
        if (sctx->tcs_shader.cso == sel)
                return;
 
        sctx->tcs_shader.cso = sel;
@@ -2216,20 +2221,22 @@ static void si_bind_ps_shader(struct pipe_context *ctx, 
void *state)
        struct si_context *sctx = (struct si_context *)ctx;
        struct si_shader_selector *sel = state;
 
        /* skip if supplied shader is one already in use */
        if (sctx->ps_shader.cso == sel)
                return;
 
        sctx->ps_shader.cso = sel;
        sctx->ps_shader.current = sel ? sel->first_variant : NULL;
        sctx->do_update_shaders = true;
+       if (sel && sctx->ia_multi_vgt_param_key.u.uses_tess)
+               si_update_tcs_tes_uses_prim_id(sctx);
        si_mark_atom_dirty(sctx, &sctx->cb_render_state);
 }
 
 static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
 {
        if (shader->is_optimized) {
                util_queue_fence_wait(&shader->optimized_ready);
                util_queue_fence_destroy(&shader->optimized_ready);
        }
 
-- 
2.9.3

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