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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev