diff --git a/src/amd/common/ac_nir_to_llvm.c b/src/amd/common/ac_nir_to_llvm.c index 1ecdeca063c..b58bae90c5d 100644 --- a/src/amd/common/ac_nir_to_llvm.c +++ b/src/amd/common/ac_nir_to_llvm.c @@ -149,6 +149,9 @@ struct nir_to_llvm_context { unsigned tes_primitive_mode; uint64_t tess_outputs_written; uint64_t tess_patch_outputs_written; + + uint32_t tcs_patch_outputs_read; + uint64_t tcs_outputs_read; }; static inline struct nir_to_llvm_context * @@ -2789,7 +2792,15 @@ store_tcs_output(struct nir_to_llvm_context *ctx, const unsigned comp = instr->variables[0]->var->data.location_frac; const bool per_vertex = nir_is_per_vertex_io(instr->variables[0]->var, ctx->stage); const bool is_compact = instr->variables[0]->var->data.compact; + bool store_lds = true; + if (instr->variables[0]->var->data.patch) { + if (!(ctx->tcs_patch_outputs_read & (1U << instr->variables[0]->var->data.location))) + store_lds = false; + } else { + if (!(ctx->tcs_outputs_read & (1ULL << instr->variables[0]->var->data.location))) + store_lds = false; + } get_deref_offset(ctx->nir, instr->variables[0], false, NULL, per_vertex ? &vertex_index : NULL, &const_index, &indir_index); @@ -2826,7 +2837,8 @@ store_tcs_output(struct nir_to_llvm_context *ctx, continue; LLVMValueRef value = llvm_extract_elem(&ctx->ac, src, chan - comp); - ac_lds_store(&ctx->ac, dw_addr, value); + if (store_lds || is_tess_factor) + ac_lds_store(&ctx->ac, dw_addr, value); if (!is_tess_factor && writemask != 0xF) ac_build_buffer_store_dword(&ctx->ac, ctx->hs_ring_tess_offchip, value, 1, @@ -6550,6 +6562,9 @@ LLVMModuleRef ac_translate_nir_to_llvm(LLVMTargetMachineRef tm, ctx.gs_next_vertex = ac_build_alloca(&ctx.ac, ctx.ac.i32, "gs_next_vertex"); ctx.gs_max_out_vertices = shaders[i]->info.gs.vertices_out; + } else if (shaders[i]->info.stage == MESA_SHADER_TESS_CTRL) { + ctx.tcs_outputs_read = shaders[i]->info.outputs_read; + ctx.tcs_patch_outputs_read = shaders[i]->info.patch_outputs_read; } else if (shaders[i]->info.stage == MESA_SHADER_TESS_EVAL) { ctx.tes_primitive_mode = shaders[i]->info.tess.primitive_mode; } else if (shaders[i]->info.stage == MESA_SHADER_VERTEX) {