zink: handle max_vertices=0 in geometry shader
this is a weird corner case where glsl permits a zero value, so clamp to 1 and then don't emit any vertices to avoid driver hangs affects: dEQP-GL45-ES31.functional.geometry_shading.emit.points_emit_0_end_0 cc: mesa-stable Reviewed-by: Dave Airlie <airlied@redhat.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17639>
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@@ -3060,8 +3060,9 @@ emit_intrinsic(struct ntv_context *ctx, nir_intrinsic_instr *intr)
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*/
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if (ctx->sinfo)
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emit_so_outputs(ctx, ctx->sinfo);
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spirv_builder_emit_vertex(&ctx->builder, nir_intrinsic_stream_id(intr),
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ctx->nir->info.stage == MESA_SHADER_GEOMETRY && util_bitcount(ctx->nir->info.gs.active_stream_mask) > 1);
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if (ctx->nir->info.gs.vertices_out) //skip vertex emission if !vertices_out
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spirv_builder_emit_vertex(&ctx->builder, nir_intrinsic_stream_id(intr),
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ctx->nir->info.stage == MESA_SHADER_GEOMETRY && util_bitcount(ctx->nir->info.gs.active_stream_mask) > 1);
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break;
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case nir_intrinsic_set_vertex_and_primitive_count:
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@@ -4336,7 +4337,7 @@ nir_to_spirv(struct nir_shader *s, const struct zink_shader_info *sinfo, uint32_
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s->info.gs.invocations);
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spirv_builder_emit_exec_mode_literal(&ctx.builder, entry_point,
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SpvExecutionModeOutputVertices,
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s->info.gs.vertices_out);
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MAX2(s->info.gs.vertices_out, 1));
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break;
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case MESA_SHADER_COMPUTE:
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if (s->info.shared_size)
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