It's useless for NGG anyways. Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com> --- src/amd/vulkan/radv_pipeline.c | 43 ++++++++++++++++++++++++++-------- 1 file changed, 33 insertions(+), 10 deletions(-)
diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c index fdeb31c453e..686fd371f0f 100644 --- a/src/amd/vulkan/radv_pipeline.c +++ b/src/amd/vulkan/radv_pipeline.c @@ -3272,27 +3272,18 @@ radv_pipeline_generate_vgt_gs_mode(struct radeon_cmdbuf *ctx_cs, pipeline->shaders[MESA_SHADER_TESS_EVAL] : pipeline->shaders[MESA_SHADER_VERTEX]; unsigned vgt_primitiveid_en = 0; - uint32_t vgt_gs_mode = 0; - if (radv_pipeline_has_gs(pipeline)) { - const struct radv_shader_variant *gs = - pipeline->shaders[MESA_SHADER_GEOMETRY]; - - vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out, - pipeline->device->physical_device->rad_info.chip_class); - } else if (radv_pipeline_has_ngg(pipeline)) { + if (radv_pipeline_has_ngg(pipeline)) { bool enable_prim_id = outinfo->export_prim_id || vs->info.info.uses_prim_id; vgt_primitiveid_en |= S_028A84_PRIMITIVEID_EN(enable_prim_id) | S_028A84_NGG_DISABLE_PROVOK_REUSE(enable_prim_id); } else if (outinfo->export_prim_id || vs->info.info.uses_prim_id) { - vgt_gs_mode = S_028A40_MODE(V_028A40_GS_SCENARIO_A); vgt_primitiveid_en |= S_028A84_PRIMITIVEID_EN(1); } radeon_set_context_reg(ctx_cs, R_028A84_VGT_PRIMITIVEID_EN, vgt_primitiveid_en); - radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode); } static void @@ -3370,6 +3361,38 @@ radv_pipeline_generate_hw_vs(struct radeon_cmdbuf *ctx_cs, cull_dist_mask << 8 | clip_dist_mask); + /* We always write VGT_GS_MODE in the VS state, because every switch + * between different shader pipelines involving a different GS or no GS + * at all involves a switch of the VS (different GS use different copy + * shaders). On the other hand, when the API switches from a GS to no + * GS and then back to the same GS used originally, the GS state is not + * sent again. + */ + unsigned vgt_gs_mode; + if (!radv_pipeline_has_gs(pipeline)) { + const struct radv_vs_output_info *outinfo = + get_vs_output_info(pipeline); + const struct radv_shader_variant *vs = + pipeline->shaders[MESA_SHADER_TESS_EVAL] ? + pipeline->shaders[MESA_SHADER_TESS_EVAL] : + pipeline->shaders[MESA_SHADER_VERTEX]; + unsigned mode = V_028A40_GS_OFF; + + /* PrimID needs GS scenario A. */ + if (outinfo->export_prim_id || vs->info.info.uses_prim_id) + mode = V_028A40_GS_SCENARIO_A; + + vgt_gs_mode = S_028A40_MODE(mode); + } else { + const struct radv_shader_variant *gs = + pipeline->shaders[MESA_SHADER_GEOMETRY]; + + vgt_gs_mode = ac_vgt_gs_mode(gs->info.gs.vertices_out, + pipeline->device->physical_device->rad_info.chip_class); + } + + radeon_set_context_reg(ctx_cs, R_028A40_VGT_GS_MODE, vgt_gs_mode); + if (pipeline->device->physical_device->rad_info.chip_class <= GFX8) radeon_set_context_reg(ctx_cs, R_028AB4_VGT_REUSE_OFF, outinfo->writes_viewport_index); -- 2.22.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev