radv: never kill a NGG GS shader

Seems to fix a hang with excessive vertex emissions when NGG is used for
GS.

Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Rhys Perry
2019-09-13 19:38:28 +01:00
parent 99c186fbbe
commit b3f71685d9

View File

@@ -4125,7 +4125,7 @@ static void gfx10_ngg_gs_emit_vertex(struct radv_shader_context *ctx,
const LLVMValueRef can_emit =
LLVMBuildICmp(builder, LLVMIntULT, vertexidx,
LLVMConstInt(ctx->ac.i32, ctx->shader->info.gs.vertices_out, false), "");
ac_build_kill_if_false(&ctx->ac, can_emit);
ac_build_ifcc(&ctx->ac, can_emit, 9001);
tmp = LLVMBuildAdd(builder, vertexidx, ctx->ac.i32_1, "");
tmp = LLVMBuildSelect(builder, can_emit, tmp, vertexidx, "");
@@ -4191,6 +4191,8 @@ static void gfx10_ngg_gs_emit_vertex(struct radv_shader_context *ctx,
tmp = LLVMBuildLoad(builder, ctx->gs_generated_prims[stream], "");
tmp = LLVMBuildAdd(builder, tmp, LLVMBuildZExt(builder, iscompleteprim, ctx->ac.i32, ""), "");
LLVMBuildStore(builder, tmp, ctx->gs_generated_prims[stream]);
ac_build_endif(&ctx->ac, 9001);
}
static void