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radv: Disable NGG for geometry shaders.
A bunch of remaining issues including some that affect users.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111248
Fixes: ee21bd7440 "radv/gfx10: implement NGG support (VS only)"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
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@ -2339,6 +2339,26 @@ radv_fill_shader_keys(struct radv_device *device,
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keys[MESA_SHADER_TESS_EVAL].vs_common_out.as_ngg = false;
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}
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/*
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* Disable NGG with geometry shaders. There are a bunch of
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* issues still:
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* * GS primitives in pipeline statistic queries do not get
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* updates. See dEQP-VK.query_pool.statistics_query.geometry_shader_primitives
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* * dEQP-VK.clipping.user_defined.clip_cull_distance_dynamic_index.*geom* failures
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* * Interactions with tessellation failing:
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* dEQP-VK.tessellation.geometry_interaction.passthrough.tessellate_isolines_passthrough_geometry_no_change
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* * General issues with the last primitive missing/corrupt:
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* https://bugs.freedesktop.org/show_bug.cgi?id=111248
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*
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* Furthermore, XGL/AMDVLK also disables this as of 9b632ef.
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*/
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if (nir[MESA_SHADER_GEOMETRY]) {
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if (nir[MESA_SHADER_TESS_CTRL])
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keys[MESA_SHADER_TESS_EVAL].vs_common_out.as_ngg = false;
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else
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keys[MESA_SHADER_VERTEX].vs_common_out.as_ngg = false;
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}
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/* TODO: Implement streamout support for NGG. */
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gl_shader_stage last_xfb_stage = MESA_SHADER_VERTEX;
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