ac/nir/ngg: Use ac_nir_ngg_alloc_vertices_and_primitives in mesh shader lowering.
Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33218>
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@@ -668,8 +668,7 @@ set_ms_final_output_counts(nir_builder *b,
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if (s->hw_workgroup_size <= s->wave_size) {
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/* Single-wave mesh shader workgroup. */
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nir_def *m0 = nir_ior(b, nir_ishl_imm(b, num_prm, 12), num_vtx);
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nir_sendmsg_amd(b, m0, .base = AC_SENDMSG_GS_ALLOC_REQ);
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ac_nir_ngg_alloc_vertices_and_primitives(b, num_vtx, num_prm, false);
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*out_num_prm = num_prm;
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*out_num_vtx = num_vtx;
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@@ -701,8 +700,7 @@ set_ms_final_output_counts(nir_builder *b,
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.memory_semantics = NIR_MEMORY_ACQ_REL,
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.memory_modes = nir_var_mem_shared);
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nir_def *m0 = nir_ior(b, nir_ishl_imm(b, num_prm, 12), num_vtx);
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nir_sendmsg_amd(b, m0, .base = AC_SENDMSG_GS_ALLOC_REQ);
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ac_nir_ngg_alloc_vertices_and_primitives(b, num_vtx, num_prm, false);
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}
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nir_push_else(b, if_wave_0);
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{
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