shader->previous_stage_sel ? shader->previous_stage_sel : gs_sel;
const enum pipe_shader_type gs_type = gs_sel->type;
const unsigned gs_num_invocations = MAX2(gs_sel->gs_num_invocations, 1);
- /* TODO: Specialize for known primitive type without GS. */
- const unsigned input_prim = gs_type == PIPE_SHADER_GEOMETRY ?
- gs_sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM] :
- PIPE_PRIM_TRIANGLES;
+
+ const unsigned input_prim = si_get_input_prim(gs_sel);
const bool use_adjacency = input_prim >= PIPE_PRIM_LINES_ADJACENCY &&
input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
const unsigned max_verts_per_prim = u_vertices_per_prim(input_prim);
struct si_shader_selector *vs,
struct si_shader_key *key,
struct si_vs_prolog_bits *prolog_key);
+unsigned si_get_input_prim(const struct si_shader_selector *gs);
/* si_state_draw.c */
void si_emit_surface_sync(struct si_context *sctx, struct radeon_cmdbuf *cs,
gfx10_emit_shader_ngg_tail(sctx, shader, initial_cdw);
}
+unsigned si_get_input_prim(const struct si_shader_selector *gs)
+{
+ if (gs->type == PIPE_SHADER_GEOMETRY)
+ return gs->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM];
+
+ if (gs->type == PIPE_SHADER_TESS_EVAL) {
+ if (gs->info.properties[TGSI_PROPERTY_TES_POINT_MODE])
+ return PIPE_PRIM_POINTS;
+ if (gs->info.properties[TGSI_PROPERTY_TES_PRIM_MODE] == PIPE_PRIM_LINES)
+ return PIPE_PRIM_LINES;
+ return PIPE_PRIM_TRIANGLES;
+ }
+
+ /* TODO: Set this correctly if the primitive type is set in the shader key. */
+ return PIPE_PRIM_TRIANGLES;
+}
+
/**
* Prepare the PM4 image for \p shader, which will run as a merged ESGS shader
* in NGG mode.
gs_info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION];
bool es_enable_prim_id = shader->key.mono.u.vs_export_prim_id || es_info->uses_primid;
unsigned gs_num_invocations = MAX2(gs_sel->gs_num_invocations, 1);
- unsigned input_prim =
- gs_type == PIPE_SHADER_GEOMETRY ?
- gs_info->properties[TGSI_PROPERTY_GS_INPUT_PRIM] :
- PIPE_PRIM_TRIANGLES; /* TODO: Optimize when primtype is known */
+ unsigned input_prim = si_get_input_prim(gs_sel);
bool break_wave_at_eoi = false;
struct si_pm4_state *pm4 = si_get_shader_pm4_state(shader);
if (!pm4)