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

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