radv/gfx10: determine the number of vertices per primitive for TES

This doesn't fix anything known but it's correct now.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Samuel Pitoiset
2019-09-05 12:19:22 +02:00
parent bcd14756ee
commit 0bf51b6941

View File

@@ -3125,7 +3125,6 @@ static void
handle_ngg_outputs_post(struct radv_shader_context *ctx)
{
LLVMBuilderRef builder = ctx->ac.builder;
unsigned num_vertices = 3;
LLVMValueRef tmp;
assert((ctx->stage == MESA_SHADER_VERTEX ||
@@ -3143,6 +3142,22 @@ handle_ngg_outputs_post(struct radv_shader_context *ctx)
ac_unpack_param(&ctx->ac, ctx->gs_vtx_offset[2], 0, 16),
};
/* Determine the number of vertices per primitive. */
unsigned num_vertices;
if (ctx->stage == MESA_SHADER_VERTEX) {
num_vertices = 3; /* TODO: optimize for points & lines */
} else {
assert(ctx->stage == MESA_SHADER_TESS_EVAL);
if (ctx->shader->info.tess.point_mode)
num_vertices = 1;
else if (ctx->shader->info.tess.primitive_mode == GL_ISOLINES)
num_vertices = 2;
else
num_vertices = 3;
}
/* TODO: streamout */
/* Copy Primitive IDs from GS threads to the LDS address corresponding