stage == MESA_SHADER_GEOMETRY) {
struct ac_shader_info *info = &variant->info.info;
unsigned es_type = variant->info.gs.es_type;
- unsigned gs_vgpr_comp_cnt;
+ unsigned gs_vgpr_comp_cnt, es_vgpr_comp_cnt;
+
+ if (es_type == MESA_SHADER_VERTEX) {
+ es_vgpr_comp_cnt = variant->info.vs.vgpr_comp_cnt;
+ } else if (es_type == MESA_SHADER_TESS_EVAL) {
+ es_vgpr_comp_cnt = 3;
+ } else {
+ assert(!"invalid shader ES type");
+ }
/* If offsets 4, 5 are used, GS_VGPR_COMP_CNT is ignored and
* VGPR[0:4] are always loaded.
else
gs_vgpr_comp_cnt = 0; /* VGPR0 contains offsets 0, 1 */
- /* TODO: Figure out how many we actually need. */
variant->rsrc1 |= S_00B228_GS_VGPR_COMP_CNT(gs_vgpr_comp_cnt);
- variant->rsrc2 |= S_00B22C_ES_VGPR_COMP_CNT(3) |
+ variant->rsrc2 |= S_00B22C_ES_VGPR_COMP_CNT(es_vgpr_comp_cnt) |
S_00B22C_OC_LDS_EN(es_type == MESA_SHADER_TESS_EVAL);
} else if (device->physical_device->rad_info.chip_class >= GFX9 &&
stage == MESA_SHADER_TESS_CTRL)