}
/* Update NGG culling settings. */
+ uint8_t old_ngg_culling = sctx->ngg_culling;
struct si_shader_selector *hw_vs;
if (sctx->ngg && !dispatch_prim_discard_cs && rast_prim == PIPE_PRIM_TRIANGLES &&
(hw_vs = si_get_vs(sctx)->cso) &&
avg_direct_count > hw_vs->ngg_cull_nonindexed_fast_launch_vert_threshold &&
prim & ((1 << PIPE_PRIM_TRIANGLES) |
(1 << PIPE_PRIM_TRIANGLE_STRIP))))) {
- unsigned ngg_culling = 0;
+ uint8_t ngg_culling = 0;
if (rs->rasterizer_discard) {
ngg_culling |= SI_NGG_CULL_FRONT_FACE | SI_NGG_CULL_BACK_FACE;
ngg_culling |= SI_NGG_CULL_GS_FAST_LAUNCH_TRI_STRIP;
}
- if (ngg_culling != sctx->ngg_culling) {
- /* Insert a VGT_FLUSH when enabling fast launch changes to prevent hangs.
- * See issues #2418, #2426, #2434
- */
- if (ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL &&
- !(sctx->ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL))
- sctx->flags |= SI_CONTEXT_VGT_FLUSH;
+ if (ngg_culling != old_ngg_culling) {
+ /* If shader compilation is not ready, this setting will be rejected. */
sctx->ngg_culling = ngg_culling;
sctx->do_update_shaders = true;
}
- } else if (sctx->ngg_culling) {
+ } else if (old_ngg_culling) {
sctx->ngg_culling = false;
sctx->do_update_shaders = true;
}
sctx->inlinable_uniforms_dirty_mask = 0;
}
- if (unlikely(sctx->do_update_shaders && !si_update_shaders(sctx)))
- goto return_cleanup;
+ if (unlikely(sctx->do_update_shaders)) {
+ if (unlikely(!si_update_shaders(sctx)))
+ goto return_cleanup;
+
+ /* Insert a VGT_FLUSH when enabling fast launch changes to prevent hangs.
+ * See issues #2418, #2426, #2434
+ *
+ * This is the setting that is used by the draw.
+ */
+ uint8_t ngg_culling = si_get_vs(sctx)->current->key.opt.ngg_culling;
+ if (!(old_ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL) &&
+ ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL)
+ sctx->flags |= SI_CONTEXT_VGT_FLUSH;
+
+ /* Set this to the correct value determined by si_update_shaders. */
+ sctx->ngg_culling = ngg_culling;
+ }
si_need_gfx_cs_space(sctx, num_draws);