gen8/pipeline: Support vec4 vertex shaders
In order to actually get them, you need INTEL_DEBUG=vec4.
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@@ -484,7 +484,10 @@ genX(graphics_pipeline_create)(
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offset = 1;
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length = (vue_prog_data->vue_map.num_slots + 1) / 2 - offset;
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if (pipeline->vs_simd8 == NO_KERNEL || (extra && extra->disable_vs))
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uint32_t vs_start = pipeline->vs_simd8 != NO_KERNEL ? pipeline->vs_simd8 :
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pipeline->vs_vec4;
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if (vs_start == NO_KERNEL || (extra && extra->disable_vs))
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS),
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.FunctionEnable = false,
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/* Even if VS is disabled, SBE still gets the amount of
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@@ -493,7 +496,7 @@ genX(graphics_pipeline_create)(
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.VertexURBEntryOutputLength = length);
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else
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS),
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.KernelStartPointer = pipeline->vs_simd8,
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.KernelStartPointer = vs_start,
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.SingleVertexDispatch = Multiple,
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.VectorMaskEnable = Dmask,
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.SamplerCount = 0,
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@@ -515,7 +518,7 @@ genX(graphics_pipeline_create)(
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.MaximumNumberofThreads = device->info.max_vs_threads - 1,
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.StatisticsEnable = false,
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.SIMD8DispatchEnable = true,
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.SIMD8DispatchEnable = pipeline->vs_simd8 != NO_KERNEL,
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.VertexCacheDisable = false,
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.FunctionEnable = true,
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