radv: gather primitive ID in the shader info pass
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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@ -2828,8 +2828,6 @@ handle_vs_outputs_post(struct radv_shader_context *ctx,
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/* Export PrimitiveID. */
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if (export_prim_id) {
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outinfo->export_prim_id = true;
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outputs[noutput].slot_name = VARYING_SLOT_PRIMITIVE_ID;
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outputs[noutput].slot_index = 0;
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outputs[noutput].usage_mask = 0x1;
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@ -3256,7 +3254,6 @@ handle_ngg_outputs_post(struct radv_shader_context *ctx)
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radv_export_param(ctx, param_count, values, 0x1);
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outinfo->vs_output_param_offset[VARYING_SLOT_PRIMITIVE_ID] = param_count++;
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outinfo->export_prim_id = true;
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outinfo->param_exports = param_count;
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}
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}
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@ -687,6 +687,23 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
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}
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}
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/* Make sure to export the PrimitiveID if the fragment shader needs it. */
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if (options->key.vs_common_out.export_prim_id) {
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switch (nir->info.stage) {
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case MESA_SHADER_VERTEX:
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info->vs.outinfo.export_prim_id = true;
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break;
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case MESA_SHADER_TESS_EVAL:
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info->tes.outinfo.export_prim_id = true;
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break;
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case MESA_SHADER_GEOMETRY:
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info->vs.outinfo.export_prim_id = true;
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break;
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default:
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break;
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}
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}
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if (nir->info.stage == MESA_SHADER_FRAGMENT)
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info->ps.num_interp = nir->num_inputs;
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