return shader ? shader->config.scratch_bytes_per_wave : 0;
}
+static struct si_shader *si_get_tcs_current(struct si_context *sctx)
+{
+ if (!sctx->tes_shader.cso)
+ return NULL; /* tessellation disabled */
+
+ return sctx->tcs_shader.cso ? sctx->tcs_shader.current :
+ sctx->fixed_func_tcs_shader.current;
+}
+
static unsigned si_get_max_scratch_bytes_per_wave(struct si_context *sctx)
{
unsigned bytes = 0;
bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->ps_shader.current));
bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->gs_shader.current));
bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->vs_shader.current));
- bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tcs_shader.current));
bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tes_shader.current));
+
+ if (sctx->tes_shader.cso) {
+ struct si_shader *tcs = si_get_tcs_current(sctx);
+
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(tcs));
+ }
return bytes;
}
static bool si_update_scratch_relocs(struct si_context *sctx)
{
+ struct si_shader *tcs = si_get_tcs_current(sctx);
int r;
/* Update the shaders, so that they are using the latest scratch.
if (r == 1)
si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
- r = si_update_scratch_buffer(sctx, sctx->tcs_shader.current);
+ r = si_update_scratch_buffer(sctx, tcs);
if (r < 0)
return false;
if (r == 1)
- si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
+ si_pm4_bind_state(sctx, hs, tcs->pm4);
/* VS can be bound as LS, ES, or VS. */
r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);