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>
This commit is contained in:
Samuel Pitoiset
2019-09-17 18:52:02 +02:00
parent 08ab13d340
commit e19d1ee2d1
4 changed files with 13 additions and 1 deletions

View File

@@ -2263,6 +2263,9 @@ radv_generate_graphics_pipeline_key(struct radv_pipeline *pipeline,
if (pipeline->device->physical_device->rad_info.chip_class < GFX8)
radv_pipeline_compute_get_int_clamp(pCreateInfo, &key.is_int8, &key.is_int10);
if (pipeline->device->physical_device->rad_info.chip_class >= GFX10)
key.topology = pCreateInfo->pInputAssemblyState->topology;
return key;
}
@@ -2292,6 +2295,7 @@ radv_fill_shader_keys(struct radv_device *device,
keys[MESA_SHADER_VERTEX].vs.vertex_attribute_offsets[i] = key->vertex_attribute_offsets[i];
keys[MESA_SHADER_VERTEX].vs.vertex_attribute_strides[i] = key->vertex_attribute_strides[i];
}
keys[MESA_SHADER_VERTEX].vs.outprim = si_conv_prim_to_gs_out(key->topology);
if (nir[MESA_SHADER_TESS_CTRL]) {
keys[MESA_SHADER_VERTEX].vs_common_out.as_ls = true;