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authorIago Toral Quiroga <[email protected]>2019-10-30 14:19:30 +0100
committerIago Toral Quiroga <[email protected]>2019-12-16 08:42:37 +0100
commita1b7c0844ddcbdc5ab773cbe2f6312f34111bdd9 (patch)
treed140eda451b2e44ad4012fc0960612b574b14b6a /src/gallium/drivers/v3d/v3dx_state.c
parent6c7a2b69f8df5a9c0cb8c8f3b099694bbe1b0b53 (diff)
v3d: fix primitive queries for geometry shaders
With geometry shaders the number of emitted primitived is decided at run time, so we cannot precompute it in the CPU and we need to use the PRIMITIVE_COUNTS_FEEDBACK commands to have the GPU provide the number like we do for the number of primitives written to transform feedback. This may have a performance impact though, since it requires a sync wait for the draw to complete, so we only do it when geometry shaders are present. v2: remove '> 0' comparison for ponter type (Alejandro) Reviewed-by: Alejandro PiƱeiro <[email protected]>
Diffstat (limited to 'src/gallium/drivers/v3d/v3dx_state.c')
-rw-r--r--src/gallium/drivers/v3d/v3dx_state.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/drivers/v3d/v3dx_state.c b/src/gallium/drivers/v3d/v3dx_state.c
index 840d8288298..a0bb71ca540 100644
--- a/src/gallium/drivers/v3d/v3dx_state.c
+++ b/src/gallium/drivers/v3d/v3dx_state.c
@@ -1234,7 +1234,7 @@ v3d_set_stream_output_targets(struct pipe_context *pctx,
* draw we need to do it here as well.
*/
if (num_targets == 0 && so->num_targets > 0)
- v3d_tf_update_counters(ctx);
+ v3d_update_primitive_counters(ctx);
for (i = 0; i < num_targets; i++) {
if (offsets[i] != -1)