ac: add helper ac_build_triangle_strip_indices_to_triangle
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
This commit is contained in:
@@ -4967,3 +4967,38 @@ LLVMValueRef ac_prefix_bitcount_2x64(struct ac_llvm_context *ctx,
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return LLVMBuildAdd(builder, prefix_bcnt[0], prefix_bcnt[1], "");
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#endif
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}
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/**
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* Convert triangle strip indices to triangle indices. This is used to decompose
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* triangle strips into triangles.
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*/
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void ac_build_triangle_strip_indices_to_triangle(struct ac_llvm_context *ctx,
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LLVMValueRef is_odd,
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LLVMValueRef flatshade_first,
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LLVMValueRef index[3])
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{
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LLVMBuilderRef builder = ctx->builder;
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LLVMValueRef out[3];
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/* We need to change the vertex order for odd triangles to get correct
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* front/back facing by swapping 2 vertex indices, but we also have to
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* keep the provoking vertex in the same place.
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*
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* If the first vertex is provoking, swap index 1 and 2.
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* If the last vertex is provoking, swap index 0 and 1.
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*/
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out[0] = LLVMBuildSelect(builder, flatshade_first,
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index[0],
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LLVMBuildSelect(builder, is_odd,
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index[1], index[0], ""), "");
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out[1] = LLVMBuildSelect(builder, flatshade_first,
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LLVMBuildSelect(builder, is_odd,
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index[2], index[1], ""),
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LLVMBuildSelect(builder, is_odd,
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index[0], index[1], ""), "");
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out[2] = LLVMBuildSelect(builder, flatshade_first,
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LLVMBuildSelect(builder, is_odd,
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index[1], index[2], ""),
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index[2], "");
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memcpy(index, out, sizeof(out));
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}
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@@ -795,6 +795,10 @@ LLVMValueRef ac_prefix_bitcount(struct ac_llvm_context *ctx,
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LLVMValueRef mask, LLVMValueRef index);
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LLVMValueRef ac_prefix_bitcount_2x64(struct ac_llvm_context *ctx,
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LLVMValueRef mask[2], LLVMValueRef index);
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void ac_build_triangle_strip_indices_to_triangle(struct ac_llvm_context *ctx,
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LLVMValueRef is_odd,
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LLVMValueRef flatshade_first,
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LLVMValueRef index[3]);
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#ifdef __cplusplus
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}
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@@ -1894,14 +1894,7 @@ void gfx10_ngg_gs_emit_epilogue(struct si_shader_context *ctx)
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prim.edgeflag[i] = ctx->ac.i1false;
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}
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/* Geometry shaders output triangle strips, but NGG expects triangles.
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* We need to change the vertex order for odd triangles to get correct
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* front/back facing by swapping 2 vertex indices, but we also have to
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* keep the provoking vertex in the same place.
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*
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* If the first vertex is provoking, swap index 1 and 2.
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* If the last vertex is provoking, swap index 0 and 1.
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*/
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/* Geometry shaders output triangle strips, but NGG expects triangles. */
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if (verts_per_prim == 3) {
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LLVMValueRef is_odd = LLVMBuildLShr(builder, flags, ctx->ac.i8_1, "");
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is_odd = LLVMBuildTrunc(builder, is_odd, ctx->i1, "");
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@@ -1910,20 +1903,9 @@ void gfx10_ngg_gs_emit_epilogue(struct si_shader_context *ctx)
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si_unpack_param(ctx, ctx->vs_state_bits, 4, 2),
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ctx->i32_0, "");
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struct ac_ngg_prim in = prim;
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prim.index[0] = LLVMBuildSelect(builder, flatshade_first,
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in.index[0],
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LLVMBuildSelect(builder, is_odd,
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in.index[1], in.index[0], ""), "");
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prim.index[1] = LLVMBuildSelect(builder, flatshade_first,
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LLVMBuildSelect(builder, is_odd,
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in.index[2], in.index[1], ""),
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LLVMBuildSelect(builder, is_odd,
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in.index[0], in.index[1], ""), "");
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prim.index[2] = LLVMBuildSelect(builder, flatshade_first,
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LLVMBuildSelect(builder, is_odd,
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in.index[1], in.index[2], ""),
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in.index[2], "");
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ac_build_triangle_strip_indices_to_triangle(&ctx->ac, is_odd,
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flatshade_first,
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prim.index);
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}
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ac_build_export_prim(&ctx->ac, &prim);
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@@ -656,21 +656,10 @@ void si_build_prim_discard_compute_shader(struct si_shader_context *ctx)
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LLVMBuildXor(builder, first_is_odd,
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LLVMBuildTrunc(builder, thread_id, ctx->i1, ""), "");
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/* Determine the primitive orientation.
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* Only swap the vertices that are not the provoking vertex. We need to keep
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* the provoking vertex in place.
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*/
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if (key->opt.cs_provoking_vertex_first) {
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LLVMValueRef index1 = index[1];
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LLVMValueRef index2 = index[2];
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index[1] = LLVMBuildSelect(builder, prim_is_odd, index2, index1, "");
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index[2] = LLVMBuildSelect(builder, prim_is_odd, index1, index2, "");
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} else {
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LLVMValueRef index0 = index[0];
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LLVMValueRef index1 = index[1];
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index[0] = LLVMBuildSelect(builder, prim_is_odd, index1, index0, "");
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index[1] = LLVMBuildSelect(builder, prim_is_odd, index0, index1, "");
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}
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/* Convert triangle strip indices to triangle indices. */
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ac_build_triangle_strip_indices_to_triangle(&ctx->ac, prim_is_odd,
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LLVMConstInt(ctx->i1, key->opt.cs_provoking_vertex_first, 0),
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index);
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}
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/* Execute the vertex shader for each vertex to get vertex positions. */
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