radv: run the shader info pass before emitting the GS copy shader
For further optimizations. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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@@ -3549,6 +3549,8 @@ radv_compile_gs_copy_shader(LLVMTargetMachineRef tm,
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ctx.ac.builder = ac_create_builder(ctx.context, float_mode);
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ctx.ac.builder = ac_create_builder(ctx.context, float_mode);
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ctx.stage = MESA_SHADER_VERTEX;
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ctx.stage = MESA_SHADER_VERTEX;
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radv_nir_shader_info_pass(geom_shader, options, &shader_info->info);
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create_function(&ctx, MESA_SHADER_VERTEX, false, MESA_SHADER_VERTEX);
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create_function(&ctx, MESA_SHADER_VERTEX, false, MESA_SHADER_VERTEX);
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ctx.gs_max_out_vertices = geom_shader->info.gs.vertices_out;
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ctx.gs_max_out_vertices = geom_shader->info.gs.vertices_out;
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