return LLVMBuildAdd(builder, prefix_bcnt[0], prefix_bcnt[1], "");
#endif
}
+
+/**
+ * Convert triangle strip indices to triangle indices. This is used to decompose
+ * triangle strips into triangles.
+ */
+void ac_build_triangle_strip_indices_to_triangle(struct ac_llvm_context *ctx,
+ LLVMValueRef is_odd,
+ LLVMValueRef flatshade_first,
+ LLVMValueRef index[3])
+{
+ LLVMBuilderRef builder = ctx->builder;
+ LLVMValueRef out[3];
+
+ /* We need to change the vertex order for odd triangles to get correct
+ * front/back facing by swapping 2 vertex indices, but we also have to
+ * keep the provoking vertex in the same place.
+ *
+ * If the first vertex is provoking, swap index 1 and 2.
+ * If the last vertex is provoking, swap index 0 and 1.
+ */
+ out[0] = LLVMBuildSelect(builder, flatshade_first,
+ index[0],
+ LLVMBuildSelect(builder, is_odd,
+ index[1], index[0], ""), "");
+ out[1] = LLVMBuildSelect(builder, flatshade_first,
+ LLVMBuildSelect(builder, is_odd,
+ index[2], index[1], ""),
+ LLVMBuildSelect(builder, is_odd,
+ index[0], index[1], ""), "");
+ out[2] = LLVMBuildSelect(builder, flatshade_first,
+ LLVMBuildSelect(builder, is_odd,
+ index[1], index[2], ""),
+ index[2], "");
+ memcpy(index, out, sizeof(out));
+}
LLVMValueRef mask, LLVMValueRef index);
LLVMValueRef ac_prefix_bitcount_2x64(struct ac_llvm_context *ctx,
LLVMValueRef mask[2], LLVMValueRef index);
+void ac_build_triangle_strip_indices_to_triangle(struct ac_llvm_context *ctx,
+ LLVMValueRef is_odd,
+ LLVMValueRef flatshade_first,
+ LLVMValueRef index[3]);
#ifdef __cplusplus
}
prim.edgeflag[i] = ctx->ac.i1false;
}
- /* Geometry shaders output triangle strips, but NGG expects triangles.
- * We need to change the vertex order for odd triangles to get correct
- * front/back facing by swapping 2 vertex indices, but we also have to
- * keep the provoking vertex in the same place.
- *
- * If the first vertex is provoking, swap index 1 and 2.
- * If the last vertex is provoking, swap index 0 and 1.
- */
+ /* Geometry shaders output triangle strips, but NGG expects triangles. */
if (verts_per_prim == 3) {
LLVMValueRef is_odd = LLVMBuildLShr(builder, flags, ctx->ac.i8_1, "");
is_odd = LLVMBuildTrunc(builder, is_odd, ctx->i1, "");
si_unpack_param(ctx, ctx->vs_state_bits, 4, 2),
ctx->i32_0, "");
- struct ac_ngg_prim in = prim;
- prim.index[0] = LLVMBuildSelect(builder, flatshade_first,
- in.index[0],
- LLVMBuildSelect(builder, is_odd,
- in.index[1], in.index[0], ""), "");
- prim.index[1] = LLVMBuildSelect(builder, flatshade_first,
- LLVMBuildSelect(builder, is_odd,
- in.index[2], in.index[1], ""),
- LLVMBuildSelect(builder, is_odd,
- in.index[0], in.index[1], ""), "");
- prim.index[2] = LLVMBuildSelect(builder, flatshade_first,
- LLVMBuildSelect(builder, is_odd,
- in.index[1], in.index[2], ""),
- in.index[2], "");
+ ac_build_triangle_strip_indices_to_triangle(&ctx->ac, is_odd,
+ flatshade_first,
+ prim.index);
}
ac_build_export_prim(&ctx->ac, &prim);
LLVMBuildXor(builder, first_is_odd,
LLVMBuildTrunc(builder, thread_id, ctx->i1, ""), "");
- /* Determine the primitive orientation.
- * Only swap the vertices that are not the provoking vertex. We need to keep
- * the provoking vertex in place.
- */
- if (key->opt.cs_provoking_vertex_first) {
- LLVMValueRef index1 = index[1];
- LLVMValueRef index2 = index[2];
- index[1] = LLVMBuildSelect(builder, prim_is_odd, index2, index1, "");
- index[2] = LLVMBuildSelect(builder, prim_is_odd, index1, index2, "");
- } else {
- LLVMValueRef index0 = index[0];
- LLVMValueRef index1 = index[1];
- index[0] = LLVMBuildSelect(builder, prim_is_odd, index1, index0, "");
- index[1] = LLVMBuildSelect(builder, prim_is_odd, index0, index1, "");
- }
+ /* Convert triangle strip indices to triangle indices. */
+ ac_build_triangle_strip_indices_to_triangle(&ctx->ac, prim_is_odd,
+ LLVMConstInt(ctx->i1, key->opt.cs_provoking_vertex_first, 0),
+ index);
}
/* Execute the vertex shader for each vertex to get vertex positions. */