radeonsi: fix primitive ID in fragment shader when using tessellation

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-stable@lists.freedesktop.org
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Nicolai Hähnle
2017-05-03 11:40:07 +02:00
parent 854ed47f3e
commit 0549ea15ec

View File

@@ -2138,6 +2138,17 @@ static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
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;
@@ -2154,20 +2165,14 @@ static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
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;
@@ -2222,6 +2227,8 @@ static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
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);
}