anv: handle primitive shading rate for mesh

Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16030>
This commit is contained in:
Marcin Ślusarz
2022-04-12 15:07:20 +02:00
committed by Marge Bot
parent 9acb30c8c4
commit 1542ab70eb

View File

@@ -530,11 +530,13 @@ emit_3dstate_sbe(struct anv_graphics_pipeline *pipeline)
sbe_mesh.PerPrimitiveURBEntryOutputReadOffset = mue->per_primitive_header_size_dw / 8; sbe_mesh.PerPrimitiveURBEntryOutputReadOffset = mue->per_primitive_header_size_dw / 8;
sbe_mesh.PerPrimitiveURBEntryOutputReadLength = DIV_ROUND_UP(mue->per_primitive_data_size_dw, 8); sbe_mesh.PerPrimitiveURBEntryOutputReadLength = DIV_ROUND_UP(mue->per_primitive_data_size_dw, 8);
/* Just like with clip distances, if Viewport Index or Layer is read /* Just like with clip distances, if Primitive Shading Rate,
* back in the FS, adjust the offset and length to cover the Primitive * Viewport Index or Layer is read back in the FS, adjust
* Header, where Viewport Index & Layer are stored. * the offset and length to cover the Primitive Header, where
* PSR, Viewport Index & Layer are stored.
*/ */
if (wm_prog_data->urb_setup[VARYING_SLOT_VIEWPORT] >= 0 || if (wm_prog_data->urb_setup[VARYING_SLOT_VIEWPORT] >= 0 ||
wm_prog_data->urb_setup[VARYING_SLOT_PRIMITIVE_SHADING_RATE] >= 0 ||
wm_prog_data->urb_setup[VARYING_SLOT_LAYER] >= 0) { wm_prog_data->urb_setup[VARYING_SLOT_LAYER] >= 0) {
assert(sbe_mesh.PerPrimitiveURBEntryOutputReadOffset > 0); assert(sbe_mesh.PerPrimitiveURBEntryOutputReadOffset > 0);
sbe_mesh.PerPrimitiveURBEntryOutputReadOffset -= 1; sbe_mesh.PerPrimitiveURBEntryOutputReadOffset -= 1;