v3d: predicate geometry shader outputs inside non-uniform control flow

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
This commit is contained in:
Iago Toral Quiroga
2019-10-11 11:40:38 +02:00
parent b636d4ebc7
commit a6b318ef52
+15
View File
@@ -2021,7 +2021,22 @@ emit_store_output_gs(struct v3d_compile *c, nir_intrinsic_instr *instr)
struct qreg offset =
vir_ADD(c, vir_uniform_ui(c, base_offset), src_offset);
/* Usually, for VS or FS, we only emit outputs once at program end so
* our VPM writes are never in non-uniform control flow, but this
* is not true for GS, where we are emitting multiple vertices.
*/
if (vir_in_nonuniform_control_flow(c)) {
vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute),
V3D_QPU_PF_PUSHZ);
}
vir_VPM_WRITE_indirect(c, ntq_get_src(c, instr->src[0], 0), offset);
if (vir_in_nonuniform_control_flow(c)) {
struct qinst *last_inst =
(struct qinst *)c->cur_block->instructions.prev;
vir_set_cond(last_inst, V3D_QPU_COND_IFA);
}
}
static void