radeonsi/gfx10: don't initialize VGPRs not used by NGG passthrough

v2: TES doesn't use the GS PrimitiveID

Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
This commit is contained in:
Marek Olšák
2020-01-03 21:16:22 -05:00
parent 943d131e7d
commit 41fef6fc09
@@ -1160,11 +1160,13 @@ static void gfx10_shader_ngg(struct si_screen *sscreen, struct si_shader *shader
* pass edge flags for decomposed primitives (such as quads) to the PA
* for the GL_LINE polygon mode to skip rendering lines on inner edges.
*/
if (gs_info->uses_invocationid || gs_type == PIPE_SHADER_VERTEX)
if (gs_info->uses_invocationid ||
(gs_type == PIPE_SHADER_VERTEX && !gfx10_is_ngg_passthrough(shader)))
gs_vgpr_comp_cnt = 3; /* VGPR3 contains InvocationID, edge flags. */
else if (gs_info->uses_primid)
else if ((gs_type == PIPE_SHADER_GEOMETRY && gs_info->uses_primid) ||
(gs_type == PIPE_SHADER_VERTEX && shader->key.mono.u.vs_export_prim_id))
gs_vgpr_comp_cnt = 2; /* VGPR2 contains PrimitiveID. */
else if (input_prim >= PIPE_PRIM_TRIANGLES)
else if (input_prim >= PIPE_PRIM_TRIANGLES && !gfx10_is_ngg_passthrough(shader))
gs_vgpr_comp_cnt = 1; /* VGPR1 contains offsets 2, 3 */
else
gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */