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authorBas Nieuwenhuizen <[email protected]>2017-10-19 02:58:34 +0200
committerBas Nieuwenhuizen <[email protected]>2017-10-19 22:25:19 +0200
commit640f2c458f96c540a703740312da0fd21c28a908 (patch)
tree9fc9848cd31769590f7e1f65aceca7148cc306b9 /src/amd/common
parent0a182e73d9c241340028117d16bf6b53919ffbbd (diff)
ac/nir: Add LS-HS input VGPR workaround.
Reviewed-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/amd/common')
-rw-r--r--src/amd/common/ac_nir_to_llvm.c18
1 files changed, 18 insertions, 0 deletions
diff --git a/src/amd/common/ac_nir_to_llvm.c b/src/amd/common/ac_nir_to_llvm.c
index cb011bd88bb..242675654d2 100644
--- a/src/amd/common/ac_nir_to_llvm.c
+++ b/src/amd/common/ac_nir_to_llvm.c
@@ -6377,6 +6377,20 @@ ac_nir_get_max_workgroup_size(enum chip_class chip_class,
return max_workgroup_size;
}
+/* Fixup the HW not emitting the TCS regs if there are no HS threads. */
+static void ac_nir_fixup_ls_hs_input_vgprs(struct nir_to_llvm_context *ctx)
+{
+ LLVMValueRef count = ac_build_bfe(&ctx->ac, ctx->merged_wave_info,
+ LLVMConstInt(ctx->ac.i32, 8, false),
+ LLVMConstInt(ctx->ac.i32, 8, false), false);
+ LLVMValueRef hs_empty = LLVMBuildICmp(ctx->ac.builder, LLVMIntEQ, count,
+ LLVMConstInt(ctx->ac.i32, 0, false), "");
+ ctx->abi.instance_id = LLVMBuildSelect(ctx->ac.builder, hs_empty, ctx->rel_auto_id, ctx->abi.instance_id, "");
+ ctx->vs_prim_id = LLVMBuildSelect(ctx->ac.builder, hs_empty, ctx->abi.vertex_id, ctx->vs_prim_id, "");
+ ctx->rel_auto_id = LLVMBuildSelect(ctx->ac.builder, hs_empty, ctx->tcs_rel_ids, ctx->rel_auto_id, "");
+ ctx->abi.vertex_id = LLVMBuildSelect(ctx->ac.builder, hs_empty, ctx->tcs_patch_id, ctx->abi.vertex_id, "");
+}
+
void ac_nir_translate(struct ac_llvm_context *ac, struct ac_shader_abi *abi,
struct nir_shader *nir, struct nir_to_llvm_context *nctx)
{
@@ -6474,6 +6488,10 @@ LLVMModuleRef ac_translate_nir_to_llvm(LLVMTargetMachineRef tm,
ctx.abi.load_ssbo = radv_load_ssbo;
ctx.abi.load_sampler_desc = radv_get_sampler_desc;
+ if (ctx.ac.chip_class == GFX9 &&
+ shaders[shader_count - 1]->stage == MESA_SHADER_TESS_CTRL)
+ ac_nir_fixup_ls_hs_input_vgprs(&ctx);
+
for(int i = 0; i < shader_count; ++i) {
ctx.stage = shaders[i]->stage;
ctx.output_mask = 0;