anv: include Primitive Header in mesh shader per-primitive output

Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15303>
This commit is contained in:
Marcin Ślusarz 2021-12-09 17:10:55 +01:00 committed by Marge Bot
parent f410c1142f
commit 823cffbe1c

View file

@ -528,6 +528,17 @@ emit_3dstate_sbe(struct anv_graphics_pipeline *pipeline)
assert(mue->per_primitive_header_size_dw % 8 == 0);
sbe_mesh.PerPrimitiveURBEntryOutputReadOffset = mue->per_primitive_header_size_dw / 8;
sbe_mesh.PerPrimitiveURBEntryOutputReadLength = DIV_ROUND_UP(mue->per_primitive_data_size_dw, 8);
/* Just like with clip distances, if Viewport Index or Layer is read
* back in the FS, adjust the offset and length to cover the Primitive
* Header, where Viewport Index & Layer are stored.
*/
if (wm_prog_data->urb_setup[VARYING_SLOT_VIEWPORT] >= 0 ||
wm_prog_data->urb_setup[VARYING_SLOT_LAYER] >= 0) {
assert(sbe_mesh.PerPrimitiveURBEntryOutputReadOffset > 0);
sbe_mesh.PerPrimitiveURBEntryOutputReadOffset -= 1;
sbe_mesh.PerPrimitiveURBEntryOutputReadLength += 1;
}
}
#endif
}