VGPR1 is only needed for topology that needs 3 offsets like triangles or quads.
Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com> --- src/amd/vulkan/radv_shader.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c index 31879805ae..a8d263d817 100644 --- a/src/amd/vulkan/radv_shader.c +++ b/src/amd/vulkan/radv_shader.c @@ -421,8 +421,10 @@ radv_fill_shader_variant(struct radv_device *device, gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID. */ else if (info->uses_prim_id) gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */ + else if (variant->info.gs.vertices_in >= 3) + gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */ else - gs_vgpr_comp_cnt = 1; /* TODO: use input_prim */ + gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */ /* TODO: Figure out how many we actually need. */ variant->rsrc1 |= S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt); -- 2.15.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev