anv: Handle patch primitives.
v2: Use anv_pipeline_has_stage rather than tess_info != NULL. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> [v1] Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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@@ -219,7 +219,6 @@ static const uint32_t vk_to_gen_primitive_type[] = {
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[VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY] = _3DPRIM_LINESTRIP_ADJ,
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[VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY] = _3DPRIM_TRILIST_ADJ,
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[VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY] = _3DPRIM_TRISTRIP_ADJ,
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/* [VK_PRIMITIVE_TOPOLOGY_PATCH_LIST] = _3DPRIM_PATCHLIST_1 */
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};
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static void
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@@ -1099,8 +1098,14 @@ anv_pipeline_init(struct anv_pipeline *pipeline,
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const VkPipelineInputAssemblyStateCreateInfo *ia_info =
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pCreateInfo->pInputAssemblyState;
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const VkPipelineTessellationStateCreateInfo *tess_info =
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pCreateInfo->pTessellationState;
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pipeline->primitive_restart = ia_info->primitiveRestartEnable;
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pipeline->topology = vk_to_gen_primitive_type[ia_info->topology];
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if (anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL))
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pipeline->topology = _3DPRIM_PATCHLIST(tess_info->patchControlPoints);
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else
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pipeline->topology = vk_to_gen_primitive_type[ia_info->topology];
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return VK_SUCCESS;
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