From c0dc6affdc5e33c126637a3dfd63d1162b975bf4 Mon Sep 17 00:00:00 2001 From: Caio Marcelo de Oliveira Filho Date: Fri, 30 Apr 2021 01:00:51 -0700 Subject: [PATCH] intel/compiler: Clarify why VUE is recomputed by FS FS will get the last geometry VUE, but it still needs to recompute in case the number of position slots assigned by geometry is larger than one -- this happens when Primitive Replication is used. Reviewed-by: Kenneth Graunke Part-of: --- src/intel/compiler/brw_fs.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/src/intel/compiler/brw_fs.cpp b/src/intel/compiler/brw_fs.cpp index 2f28996d4a2..a95d5bc3654 100644 --- a/src/intel/compiler/brw_fs.cpp +++ b/src/intel/compiler/brw_fs.cpp @@ -1875,6 +1875,11 @@ calculate_urb_setup(const struct intel_device_info *devinfo, * in an order that matches the output of the previous pipeline stage * (geometry or vertex shader). */ + + /* Re-compute the VUE map here in the case that the one coming from + * geometry has more than one position slot (used for Primitive + * Replication). + */ struct brw_vue_map prev_stage_vue_map; brw_compute_vue_map(devinfo, &prev_stage_vue_map, key->input_slots_valid,