* used for padding to reduce LDS bank conflicts. */
if (shader->selector->so.num_outputs)
lds_vertex_size = 4 * shader->selector->info.num_outputs + 1;
- if (shader->selector->ngg_writes_edgeflag)
+ if (shader->selector->info.writes_edgeflag)
lds_vertex_size = MAX2(lds_vertex_size, 1);
return lds_vertex_size;
LLVMValueRef vertex_ptr = NULL;
- if (sel->so.num_outputs || sel->ngg_writes_edgeflag)
+ if (sel->so.num_outputs || sel->info.writes_edgeflag)
vertex_ptr = ngg_nogs_vertex_ptr(ctx, get_thread_id_in_tg(ctx));
for (unsigned i = 0; i < info->num_outputs; i++) {
/* Store the edgeflag at the end (if streamout is enabled) */
if (info->output_semantic_name[i] == TGSI_SEMANTIC_EDGEFLAG &&
- sel->ngg_writes_edgeflag) {
+ sel->info.writes_edgeflag) {
LLVMValueRef edgeflag = LLVMBuildLoad(builder, addrs[4 * i], "");
/* The output is a float, but the hw expects a 1-bit integer. */
edgeflag = LLVMBuildFPToUI(ctx->ac.builder, edgeflag, ctx->i32, "");
LLVMValueRef user_edgeflags[3] = {};
- if (sel->ngg_writes_edgeflag) {
+ if (sel->info.writes_edgeflag) {
/* Streamout already inserted the barrier, so don't insert it again. */
if (!sel->so.num_outputs)
ac_build_s_barrier(&ctx->ac);
if (ctx->type == PIPE_SHADER_VERTEX &&
ctx->shader->key.mono.u.vs_export_prim_id) {
/* Streamout and edge flags use LDS. Make it idle, so that we can reuse it. */
- if (sel->so.num_outputs || sel->ngg_writes_edgeflag)
+ if (sel->so.num_outputs || sel->info.writes_edgeflag)
ac_build_s_barrier(&ctx->ac);
ac_build_ifcc(&ctx->ac, is_gs_thread, 5400);
LLVMConstInt(ctx->ac.i32, 8 + i, false), "");
prim.edgeflag[i] = LLVMBuildTrunc(builder, tmp, ctx->ac.i1, "");
- if (sel->ngg_writes_edgeflag) {
+ if (sel->info.writes_edgeflag) {
tmp2 = LLVMBuildLoad(builder, user_edgeflags[i], "");
prim.edgeflag[i] = LLVMBuildAnd(builder, prim.edgeflag[i],
tmp2, "");
pos_args[0].out[3] = ctx->ac.f32_1; /* W */
}
+ bool pos_writes_edgeflag = shader->selector->info.writes_edgeflag &&
+ !shader->key.as_ngg;
+
/* Write the misc vector (point size, edgeflag, layer, viewport). */
if (shader->selector->info.writes_psize ||
- shader->selector->pos_writes_edgeflag ||
+ pos_writes_edgeflag ||
shader->selector->info.writes_viewport_index ||
shader->selector->info.writes_layer) {
pos_args[1].enabled_channels = shader->selector->info.writes_psize |
- (shader->selector->pos_writes_edgeflag << 1) |
+ (pos_writes_edgeflag << 1) |
(shader->selector->info.writes_layer << 2);
pos_args[1].valid_mask = 0; /* EXEC mask */
if (shader->selector->info.writes_psize)
pos_args[1].out[0] = psize_value;
- if (shader->selector->pos_writes_edgeflag) {
+ if (pos_writes_edgeflag) {
/* The output is a float, but the hw expects an integer
* with the first bit containing the edge flag. */
edgeflag_value = LLVMBuildFPToUI(ctx->ac.builder,
!sel->info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] &&
!sel->so.num_outputs;
- if (sel->type == PIPE_SHADER_VERTEX &&
- sel->info.writes_edgeflag) {
- if (sscreen->info.chip_class >= GFX10)
- sel->ngg_writes_edgeflag = true;
- else
- sel->pos_writes_edgeflag = true;
- }
-
switch (sel->type) {
case PIPE_SHADER_GEOMETRY:
sel->gs_output_prim =
/* PA_CL_VS_OUT_CNTL */
bool misc_vec_ena =
- sel->info.writes_psize || sel->pos_writes_edgeflag ||
+ sel->info.writes_psize || sel->info.writes_edgeflag ||
sel->info.writes_layer || sel->info.writes_viewport_index;
sel->pa_cl_vs_out_cntl =
S_02881C_USE_VTX_POINT_SIZE(sel->info.writes_psize) |
- S_02881C_USE_VTX_EDGE_FLAG(sel->pos_writes_edgeflag) |
+ S_02881C_USE_VTX_EDGE_FLAG(sel->info.writes_edgeflag) |
S_02881C_USE_VTX_RENDER_TARGET_INDX(sel->info.writes_layer) |
S_02881C_USE_VTX_VIEWPORT_INDX(sel->info.writes_viewport_index) |
S_02881C_VS_OUT_MISC_VEC_ENA(misc_vec_ena) |