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radv: Remove num_viewports from radv_skip_ngg_culling.
NGG culling is not compiled into shaders that can use multiple
viewports, so it's not necessary to check it here.
Fixes: 9a95f5487f
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11910>
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1 changed files with 3 additions and 7 deletions
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@ -5664,17 +5664,15 @@ enum {
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ALWAYS_INLINE static bool
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radv_skip_ngg_culling(bool has_tess, const unsigned vtx_cnt,
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bool indirect, unsigned num_viewports)
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bool indirect)
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{
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/* If we have to draw only a few vertices, we get better latency if
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* we disable NGG culling.
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*
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* When tessellation is used, what matters is the number of tessellated
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* vertices, so let's always assume it's not a small draw.
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*
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* TODO: Figure out how to do culling with multiple viewports efficiently.
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*/
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return !has_tess && !indirect && vtx_cnt < 512 && num_viewports == 1;
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return !has_tess && !indirect && vtx_cnt < 512;
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}
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ALWAYS_INLINE static uint32_t
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@ -5757,9 +5755,7 @@ radv_emit_ngg_culling_state(struct radv_cmd_buffer *cmd_buffer, const struct rad
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* For small draw calls, we disable culling by setting the SGPR to 0.
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*/
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const bool skip =
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radv_skip_ngg_culling(
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stage == MESA_SHADER_TESS_EVAL, draw_info->count, draw_info->indirect,
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cmd_buffer->state.dynamic.viewport.count);
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radv_skip_ngg_culling(stage == MESA_SHADER_TESS_EVAL, draw_info->count, draw_info->indirect);
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/* See if anything changed. */
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if (!dirty && skip == cmd_buffer->state.last_nggc_skip)
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