radeonsi/gfx10: fix the vertex order for triangle strips emitted by a GS
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
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@ -958,10 +958,28 @@ void gfx10_ngg_gs_emit_vertex(struct si_shader_context *ctx,
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const LLVMValueRef iscompleteprim =
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LLVMBuildICmp(builder, LLVMIntUGE, curverts, tmp, "");
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/* Since the geometry shader emits triangle strips, we need to
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* track which primitive is odd and swap vertex indices to get
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* the correct vertex order.
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*/
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LLVMValueRef is_odd = ctx->i1false;
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if (stream == 0 && u_vertices_per_prim(sel->gs_output_prim) == 3) {
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tmp = LLVMBuildAnd(builder, curverts, ctx->i32_1, "");
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is_odd = LLVMBuildICmp(builder, LLVMIntEQ, tmp, ctx->i32_1, "");
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}
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tmp = LLVMBuildAdd(builder, curverts, ctx->ac.i32_1, "");
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LLVMBuildStore(builder, tmp, ctx->gs_curprim_verts[stream]);
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/* The per-vertex primitive flag encoding:
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* bit 0: whether this vertex finishes a primitive
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* bit 1: whether the primitive is odd (if we are emitting triangle strips)
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*/
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tmp = LLVMBuildZExt(builder, iscompleteprim, ctx->ac.i8, "");
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tmp = LLVMBuildOr(builder, tmp,
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LLVMBuildShl(builder,
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LLVMBuildZExt(builder, is_odd, ctx->ac.i8, ""),
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ctx->ac.i8_1, ""), "");
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LLVMBuildStore(builder, tmp, ngg_gs_get_emit_primflag_ptr(ctx, vertexptr, stream));
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tmp = LLVMBuildLoad(builder, ctx->gs_generated_prims[stream], "");
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@ -1206,13 +1224,13 @@ void gfx10_ngg_gs_emit_epilogue(struct si_shader_context *ctx)
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tmp = LLVMBuildICmp(builder, LLVMIntULT, tid, num_emit_threads, "");
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ac_build_ifcc(&ctx->ac, tmp, 5140);
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{
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LLVMValueRef flags;
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struct ngg_prim prim = {};
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prim.num_vertices = verts_per_prim;
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tmp = ngg_gs_vertex_ptr(ctx, tid);
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tmp = LLVMBuildLoad(builder, ngg_gs_get_emit_primflag_ptr(ctx, tmp, 0), "");
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prim.isnull = LLVMBuildICmp(builder, LLVMIntEQ, tmp,
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LLVMConstInt(ctx->ac.i8, 0, false), "");
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flags = LLVMBuildLoad(builder, ngg_gs_get_emit_primflag_ptr(ctx, tmp, 0), "");
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prim.isnull = LLVMBuildNot(builder, LLVMBuildTrunc(builder, flags, ctx->i1, ""), "");
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for (unsigned i = 0; i < verts_per_prim; ++i) {
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prim.index[i] = LLVMBuildSub(builder, vertlive_scan.result_exclusive,
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@ -1220,6 +1238,38 @@ void gfx10_ngg_gs_emit_epilogue(struct si_shader_context *ctx)
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prim.edgeflag[i] = ctx->ac.i1false;
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}
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/* Geometry shaders output triangle strips, but NGG expects triangles.
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* We need to change the vertex order for odd triangles to get correct
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* front/back facing by swapping 2 vertex indices, but we also have to
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* keep the provoking vertex in the same place.
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*
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* If the first vertex is provoking, swap index 1 and 2.
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* If the last vertex is provoking, swap index 0 and 1.
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*/
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if (verts_per_prim == 3) {
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LLVMValueRef is_odd = LLVMBuildLShr(builder, flags, ctx->ac.i8_1, "");
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is_odd = LLVMBuildTrunc(builder, is_odd, ctx->i1, "");
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LLVMValueRef flatshade_first =
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LLVMBuildICmp(builder, LLVMIntEQ,
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si_unpack_param(ctx, ctx->vs_state_bits, 4, 2),
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ctx->i32_0, "");
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struct ngg_prim in = prim;
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prim.index[0] = LLVMBuildSelect(builder, flatshade_first,
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in.index[0],
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LLVMBuildSelect(builder, is_odd,
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in.index[1], in.index[0], ""), "");
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prim.index[1] = LLVMBuildSelect(builder, flatshade_first,
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LLVMBuildSelect(builder, is_odd,
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in.index[2], in.index[1], ""),
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LLVMBuildSelect(builder, is_odd,
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in.index[0], in.index[1], ""), "");
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prim.index[2] = LLVMBuildSelect(builder, flatshade_first,
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LLVMBuildSelect(builder, is_odd,
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in.index[1], in.index[2], ""),
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in.index[2], "");
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}
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build_export_prim(ctx, &prim);
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}
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ac_build_endif(&ctx->ac, 5140);
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