radv/gfx10: fix NGG streamout with triangle strips for VS
The number of vertices has to be adjusted with the output primitive type. This fixes dEQP-VK.transform_feedback.simple.triangle_strip_*. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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@@ -2263,6 +2263,9 @@ radv_generate_graphics_pipeline_key(struct radv_pipeline *pipeline,
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if (pipeline->device->physical_device->rad_info.chip_class < GFX8)
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radv_pipeline_compute_get_int_clamp(pCreateInfo, &key.is_int8, &key.is_int10);
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if (pipeline->device->physical_device->rad_info.chip_class >= GFX10)
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key.topology = pCreateInfo->pInputAssemblyState->topology;
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return key;
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}
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@@ -2292,6 +2295,7 @@ radv_fill_shader_keys(struct radv_device *device,
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keys[MESA_SHADER_VERTEX].vs.vertex_attribute_offsets[i] = key->vertex_attribute_offsets[i];
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keys[MESA_SHADER_VERTEX].vs.vertex_attribute_strides[i] = key->vertex_attribute_strides[i];
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}
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keys[MESA_SHADER_VERTEX].vs.outprim = si_conv_prim_to_gs_out(key->topology);
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if (nir[MESA_SHADER_TESS_CTRL]) {
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keys[MESA_SHADER_VERTEX].vs_common_out.as_ls = true;
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