nir: Emit set_vertex_and_primitive_count for inactive streams.
This fixes issues in backends such as ACO which rely on always getting this intrinsic to know the correct vertex and primitive count. Signed-off-by: Timur Kristóf <timur.kristof@gmail.com> Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7213>
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@@ -293,20 +293,25 @@ append_set_vertex_and_primitive_count(nir_block *end_block, struct state *state)
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/* When it's not per-stream, we only need to write one variable. */
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if (!state->per_stream && stream != 0)
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continue;
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/* When it's per-stream, make sure not to use inactive streams. */
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if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream)))
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continue;
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if (state->overwrite_incomplete)
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overwrite_incomplete_primitives(state, stream);
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nir_ssa_def *vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]);
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nir_ssa_def *vtx_cnt;
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nir_ssa_def *prim_cnt;
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if (state->count_prims)
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prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]);
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else
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prim_cnt = nir_ssa_undef(b, 1, 32);
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if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream))) {
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/* Inactive stream: vertex count is 0, primitive count is 0 or undef. */
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vtx_cnt = nir_imm_int(b, 0);
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prim_cnt = state->count_prims
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? nir_imm_int(b, 0)
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: nir_ssa_undef(b, 1, 32);
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} else {
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if (state->overwrite_incomplete)
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overwrite_incomplete_primitives(state, stream);
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vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]);
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prim_cnt = state->count_prims
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? nir_load_var(b, state->primitive_count_vars[stream])
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: nir_ssa_undef(b, 1, 32);
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}
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nir_intrinsic_instr *set_cnt_intrin =
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nir_intrinsic_instr_create(shader,
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