This is unsupported and hangs.
This fixes GPU hangs with
dEQP-VK.tessellation.geometry_interaction.limits.output_required_*.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
} else {
keys[MESA_SHADER_VERTEX].vs_common_out.as_ngg = true;
}
+
+ if (nir[MESA_SHADER_TESS_CTRL] &&
+ nir[MESA_SHADER_GEOMETRY] &&
+ nir[MESA_SHADER_GEOMETRY]->info.gs.invocations *
+ nir[MESA_SHADER_GEOMETRY]->info.gs.vertices_out > 256) {
+ /* Fallback to the legacy path if tessellation is
+ * enabled with extreme geometry because
+ * EN_MAX_VERT_OUT_PER_GS_INSTANCE doesn't work and it
+ * might hang.
+ */
+ keys[MESA_SHADER_TESS_EVAL].vs_common_out.as_ngg = false;
+ }
}
for(int i = 0; i < MESA_SHADER_STAGES; ++i)
break;
}
- if (pdevice->rad_info.chip_class >= GFX10 &&
+ if (pdevice->rad_info.chip_class >= GFX10 && info->is_ngg &&
(stage == MESA_SHADER_VERTEX || stage == MESA_SHADER_TESS_EVAL || stage == MESA_SHADER_GEOMETRY)) {
unsigned gs_vgpr_comp_cnt, es_vgpr_comp_cnt;
gl_shader_stage es_stage = stage;