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