radv: enable W/front/back face NGG culling with multiple viewports

This is supported.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35473>
This commit is contained in:
Marek Olšák
2025-06-08 23:54:14 -04:00
committed by Marge Bot
parent 89e1ec92c5
commit b97c4bfd58
+1 -4
View File
@@ -691,10 +691,6 @@ radv_consider_culling(const struct radv_physical_device *pdev, struct nir_shader
if (is_meta_shader(nir))
return false;
/* We don't support culling with multiple viewports yet. */
if (nir->info.outputs_written & (VARYING_BIT_VIEWPORT | VARYING_BIT_VIEWPORT_MASK))
return false;
/* We don't support culling with vertex shader prologs. */
if (info->vs.has_prolog)
return false;
@@ -804,6 +800,7 @@ radv_lower_ngg(struct radv_device *device, struct radv_shader_stage *ngg_stage,
options.has_gs_invocations_query = pdev->info.gfx_level < GFX11;
options.has_gs_primitives_query = pdev->info.gfx_level < GFX11;
options.force_vrs = info->force_vrs_per_vertex;
options.skip_viewport_state_culling = nir->info.outputs_written & (VARYING_BIT_VIEWPORT | VARYING_BIT_VIEWPORT_MASK);
if (nir->info.stage == MESA_SHADER_VERTEX || nir->info.stage == MESA_SHADER_TESS_EVAL) {
assert(info->is_ngg);