Module: Mesa
Branch: main
Commit: 2b77a658005afe018d49609fb86c2c1c39f39ebc
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=2b77a658005afe018d49609fb86c2c1c39f39ebc

Author: SoroushIMG <[email protected]>
Date:   Wed Jan  4 10:05:09 2023 +0000

zink: fix disappearing smooth lines after workaround

The passthrough geometery shader was using points for smooth lines.
This meant the shader would always statically get 1 vertex and never emit a 
line.

Fixes: 80285db9efe ("zink: lower smooth-lines if not supported")
Reviewed-by: Erik Faye-Lund <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20582>

---

 src/gallium/drivers/zink/zink_program.c | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/src/gallium/drivers/zink/zink_program.c 
b/src/gallium/drivers/zink/zink_program.c
index 898ca6c617e..7fc0ddbbebc 100644
--- a/src/gallium/drivers/zink/zink_program.c
+++ b/src/gallium/drivers/zink/zink_program.c
@@ -1875,8 +1875,8 @@ zink_set_primitive_emulation_keys(struct zink_context 
*ctx)
             nir_shader *nir = nir_create_passthrough_gs(
                &screen->nir_options,
                ctx->gfx_stages[prev_vertex_stage]->nir,
-               lower_line_stipple ? SHADER_PRIM_LINE_STRIP :  
SHADER_PRIM_POINTS,
-               lower_line_stipple ? 2 : 1);
+               (lower_line_stipple || lower_line_smooth) ? 
SHADER_PRIM_LINE_STRIP :  SHADER_PRIM_POINTS,
+               (lower_line_stipple || lower_line_smooth) ? 2 : 1);
 
             struct zink_shader *shader = zink_shader_create(screen, nir, NULL);
             ctx->gfx_stages[prev_vertex_stage]->non_fs.generated_gs = shader;

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