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