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-rw-r--r--src/broadcom/compiler/nir_to_vir.c15
1 files changed, 15 insertions, 0 deletions
diff --git a/src/broadcom/compiler/nir_to_vir.c b/src/broadcom/compiler/nir_to_vir.c
index d49640bf623..e56632590d6 100644
--- a/src/broadcom/compiler/nir_to_vir.c
+++ b/src/broadcom/compiler/nir_to_vir.c
@@ -2021,7 +2021,22 @@ emit_store_output_gs(struct v3d_compile *c, nir_intrinsic_instr *instr)
struct qreg offset =
vir_ADD(c, vir_uniform_ui(c, base_offset), src_offset);
+ /* Usually, for VS or FS, we only emit outputs once at program end so
+ * our VPM writes are never in non-uniform control flow, but this
+ * is not true for GS, where we are emitting multiple vertices.
+ */
+ if (vir_in_nonuniform_control_flow(c)) {
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute),
+ V3D_QPU_PF_PUSHZ);
+ }
+
vir_VPM_WRITE_indirect(c, ntq_get_src(c, instr->src[0], 0), offset);
+
+ if (vir_in_nonuniform_control_flow(c)) {
+ struct qinst *last_inst =
+ (struct qinst *)c->cur_block->instructions.prev;
+ vir_set_cond(last_inst, V3D_QPU_COND_IFA);
+ }
}
static void