zink: fix disappearing smooth lines after workaround
authorSoroushIMG <soroush.kashani@imgtec.com>
Wed, 4 Jan 2023 10:05:09 +0000 (10:05 +0000)
committerSoroush Faghihi <faghihi@me.com>
Mon, 9 Jan 2023 10:56:52 +0000 (10:56 +0000)
The passthrough geometery shader was using points for smooth lines.
This meant the shader would always statically get 1 vertex and never emit a line.

Fixes: 80285db9efe ("zink: lower smooth-lines if not supported")
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20582>

src/gallium/drivers/zink/zink_program.c

index 898ca6c..7fc0ddb 100644 (file)
@@ -1875,8 +1875,8 @@ zink_set_primitive_emulation_keys(struct zink_context *ctx)
             nir_shader *nir = nir_create_passthrough_gs(
                &screen->nir_options,
                ctx->gfx_stages[prev_vertex_stage]->nir,
-               lower_line_stipple ? SHADER_PRIM_LINE_STRIP :  SHADER_PRIM_POINTS,
-               lower_line_stipple ? 2 : 1);
+               (lower_line_stipple || lower_line_smooth) ? SHADER_PRIM_LINE_STRIP :  SHADER_PRIM_POINTS,
+               (lower_line_stipple || lower_line_smooth) ? 2 : 1);
 
             struct zink_shader *shader = zink_shader_create(screen, nir, NULL);
             ctx->gfx_stages[prev_vertex_stage]->non_fs.generated_gs = shader;