Revert "radv: Disable NGG for GS with suboptimal output vertex count."

It breaks too many things and shouldn't have been merged. The fix isn't
trivial and it will probably not be backported because it's intrusive.

It will be re-applied later when everything will work.

This reverts commit 94706601fa.

Cc: mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15882>
This commit is contained in:
Samuel Pitoiset
2022-04-12 12:18:03 +02:00
committed by Marge Bot
parent e466d73368
commit 2b688942c1

View File

@@ -3206,19 +3206,6 @@ radv_fill_shader_info(struct radv_pipeline *pipeline,
stages[MESA_SHADER_TESS_EVAL].info.is_ngg = false;
}
if (stages[MESA_SHADER_GEOMETRY].nir &&
stages[MESA_SHADER_GEOMETRY].nir->info.gs.vertices_out >= 9) {
/* GS has suboptimal number of output vertices. In this case,
* the occupancy of NGG GS is very low, and API GS invocations
* can't even occupy a single Wave32 wave.
* Therefore the legacy pipeline performs better here.
*/
if (stages[MESA_SHADER_TESS_EVAL].nir)
stages[MESA_SHADER_TESS_EVAL].info.is_ngg = false;
else
stages[MESA_SHADER_VERTEX].info.is_ngg = false;
}
gl_shader_stage last_xfb_stage = MESA_SHADER_VERTEX;
for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {