d3d12: Don't use a vertex re-ordering GS for line primitives

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30903>
This commit is contained in:
Jesse Natalie 2024-08-28 10:03:07 -07:00 committed by Marge Bot
parent 5b7a642941
commit dac44e02f7

View file

@ -470,6 +470,8 @@ needs_vertex_reordering(struct d3d12_selection_context *sel_ctx, const struct pi
return false;
/* TODO add support for line primitives */
if (u_reduced_prim((mesa_prim)dinfo->mode) == MESA_PRIM_LINES)
return false;
/* When flat shading a triangle and provoking vertex is not the first one, we use load_at_vertex.
If not available for this adapter, or if it's a triangle strip, we need to reorder the vertices */
@ -657,7 +659,7 @@ validate_geometry_shader_variant(struct d3d12_selection_context *sel_ctx)
} else if (sel_ctx->needs_point_sprite_lowering) {
key.passthrough = true;
} else if (sel_ctx->needs_vertex_reordering) {
/* TODO support cases where flat shading (pv != 0) and xfb are enabled */
/* TODO support cases where flat shading (pv != 0) and xfb are enabled, or lines */
key.provoking_vertex = sel_ctx->provoking_vertex;
key.alternate_tri = sel_ctx->alternate_tri;
}