anv: use primitive ID override when shader does not supply it

Patch moves over this fix from iris driver.

Fixes following test on DG2:
   dEQP-VK.rasterization.culling.primitive_id

Cc: mesa-stable
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com> [v1]
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22130>
This commit is contained in:
Tapani Pälli
2023-03-28 19:07:22 +03:00
committed by Marge Bot
parent 84faaca38a
commit ca4ec49b0e

View File

@@ -512,6 +512,19 @@ emit_3dstate_sbe(struct anv_graphics_pipeline *pipeline)
sbe.VertexURBEntryReadLength = DIV_ROUND_UP(max_source_attr + 1, 2);
sbe.ForceVertexURBEntryReadOffset = true;
sbe.ForceVertexURBEntryReadLength = true;
/* Ask the hardware to supply PrimitiveID if the fragment shader
* reads it but a previous stage didn't write one.
*/
if ((wm_prog_data->inputs & VARYING_BIT_PRIMITIVE_ID) &&
fs_input_map->varying_to_slot[VARYING_SLOT_PRIMITIVE_ID] == -1) {
sbe.PrimitiveIDOverrideAttributeSelect =
wm_prog_data->urb_setup[VARYING_SLOT_PRIMITIVE_ID];
sbe.PrimitiveIDOverrideComponentX = true;
sbe.PrimitiveIDOverrideComponentY = true;
sbe.PrimitiveIDOverrideComponentZ = true;
sbe.PrimitiveIDOverrideComponentW = true;
}
} else {
assert(anv_pipeline_is_mesh(pipeline));
#if GFX_VERx10 >= 125