zink: fix disappearing smooth lines after workaround

The passthrough geometery shader was using points for smooth lines.
This meant the shader would always statically get 1 vertex and never emit a line.

Fixes: 80285db9ef ("zink: lower smooth-lines if not supported")
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20582>
This commit is contained in:
SoroushIMG 2023-01-04 10:05:09 +00:00 committed by Soroush Faghihi
parent 41eb491fb6
commit 2b77a65800

View file

@ -1875,8 +1875,8 @@ zink_set_primitive_emulation_keys(struct zink_context *ctx)
nir_shader *nir = nir_create_passthrough_gs(
&screen->nir_options,
ctx->gfx_stages[prev_vertex_stage]->nir,
lower_line_stipple ? SHADER_PRIM_LINE_STRIP : SHADER_PRIM_POINTS,
lower_line_stipple ? 2 : 1);
(lower_line_stipple || lower_line_smooth) ? SHADER_PRIM_LINE_STRIP : SHADER_PRIM_POINTS,
(lower_line_stipple || lower_line_smooth) ? 2 : 1);
struct zink_shader *shader = zink_shader_create(screen, nir, NULL);
ctx->gfx_stages[prev_vertex_stage]->non_fs.generated_gs = shader;