v3d: Use stvpmd for non-uniform offsets in GS
authorNeil Roberts <nroberts@igalia.com>
Tue, 23 Jun 2020 22:16:43 +0000 (00:16 +0200)
committerNeil Roberts <nroberts@igalia.com>
Fri, 26 Jun 2020 07:36:15 +0000 (09:36 +0200)
The offset for the VPM write for storing outputs from the geometry
shader isn’t necessarily uniform across all the lanes. This can happen
if some of the lanes don’t emit some of the vertices. In that case the
offset for the subsequent vertices will be different in each lane. In
that case we need to use the stvpmd instruction instead of stvpmv
because it will scatter the values out.

Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3150
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5621>

src/broadcom/compiler/nir_to_vir.c

index 1086e288a60ba57c8e04069897ac1fbe9e652a4e..e7b8cf9cb3ac65c63dac01ade3b0f0e1065f1fef 100644 (file)
@@ -2027,7 +2027,18 @@ emit_store_output_gs(struct v3d_compile *c, nir_intrinsic_instr *instr)
                            V3D_QPU_PF_PUSHZ);
         }
 
-        vir_VPM_WRITE_indirect(c, ntq_get_src(c, instr->src[0], 0), offset);
+        struct qreg val = ntq_get_src(c, instr->src[0], 0);
+
+        /* The offset isn’t necessarily dynamically uniform for a geometry
+         * shader. This can happen if the shader sometimes doesn’t emit one of
+         * the vertices. In that case subsequent vertices will be written to
+         * different offsets in the VPM and we need to use the scatter write
+         * instruction to have a different offset for each lane.
+         */
+        if (nir_src_is_dynamically_uniform(instr->src[1]))
+                vir_VPM_WRITE_indirect(c, val, offset);
+        else
+                vir_STVPMD(c, offset, val);
 
         if (vir_in_nonuniform_control_flow(c)) {
                 struct qinst *last_inst =