For TES as NGG.

Signed-off-by: Samuel Pitoiset <[email protected]>
---
 src/amd/vulkan/radv_nir_to_llvm.c | 17 ++++++++++++++++-
 1 file changed, 16 insertions(+), 1 deletion(-)

diff --git a/src/amd/vulkan/radv_nir_to_llvm.c 
b/src/amd/vulkan/radv_nir_to_llvm.c
index 336bae28614..6e5a283f923 100644
--- a/src/amd/vulkan/radv_nir_to_llvm.c
+++ b/src/amd/vulkan/radv_nir_to_llvm.c
@@ -112,6 +112,7 @@ struct radv_shader_context {
        unsigned gs_max_out_vertices;
        unsigned gs_output_prim;
 
+       unsigned tes_point_mode;
        unsigned tes_primitive_mode;
 
        uint32_t tcs_patch_outputs_read;
@@ -3304,7 +3305,6 @@ handle_ngg_outputs_post(struct radv_shader_context *ctx)
 {
        LLVMBuilderRef builder = ctx->ac.builder;
        struct ac_build_if_state if_state;
-       unsigned num_vertices = 3;
        LLVMValueRef tmp;
 
        assert((ctx->stage == MESA_SHADER_VERTEX ||
@@ -3322,6 +3322,20 @@ handle_ngg_outputs_post(struct radv_shader_context *ctx)
                ac_unpack_param(&ctx->ac, ctx->gs_vtx_offset[2], 0, 16),
        };
 
+       /* Determine the number of vertices per primitive. */
+       unsigned num_vertices;
+
+       if (ctx->stage == MESA_SHADER_VERTEX) {
+               num_vertices = 3; /* TODO: optimize for points & lines */
+       } else {
+               if (ctx->tes_point_mode)
+                       num_vertices = 1;
+               else if (ctx->tes_primitive_mode == GL_LINES)
+                       num_vertices = 2;
+               else
+                       num_vertices = 3;
+       }
+
        /* TODO: streamout */
 
        /* Copy Primitive IDs from GS threads to the LDS address corresponding
@@ -4435,6 +4449,7 @@ LLVMModuleRef ac_translate_nir_to_llvm(struct 
ac_llvm_compiler *ac_llvm,
                                ctx.tcs_num_inputs = 
util_last_bit64(shader_info->info.vs.ls_outputs_written);
                        ctx.tcs_num_patches = get_tcs_num_patches(&ctx);
                } else if (shaders[i]->info.stage == MESA_SHADER_TESS_EVAL) {
+                       ctx.tes_point_mode = shaders[i]->info.tess.point_mode;
                        ctx.tes_primitive_mode = 
shaders[i]->info.tess.primitive_mode;
                        ctx.abi.load_tess_varyings = load_tes_input;
                        ctx.abi.load_tess_coord = load_tess_coord;
-- 
2.22.0

_______________________________________________
mesa-dev mailing list
[email protected]
https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to