nir: Emit set_vertex_and_primitive_count for inactive streams.
This fixes issues in backends such as ACO which rely on always
getting this intrinsic to know the correct vertex and primitive
count.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7213>
diff --git a/src/compiler/nir/nir_lower_gs_intrinsics.c b/src/compiler/nir/nir_lower_gs_intrinsics.c
index e83034b..d170f7b 100644
--- a/src/compiler/nir/nir_lower_gs_intrinsics.c
+++ b/src/compiler/nir/nir_lower_gs_intrinsics.c
@@ -293,20 +293,25 @@
/* When it's not per-stream, we only need to write one variable. */
if (!state->per_stream && stream != 0)
continue;
- /* When it's per-stream, make sure not to use inactive streams. */
- if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream)))
- continue;
- if (state->overwrite_incomplete)
- overwrite_incomplete_primitives(state, stream);
-
- nir_ssa_def *vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]);
+ nir_ssa_def *vtx_cnt;
nir_ssa_def *prim_cnt;
- if (state->count_prims)
- prim_cnt = nir_load_var(b, state->primitive_count_vars[stream]);
- else
- prim_cnt = nir_ssa_undef(b, 1, 32);
+ if (state->per_stream && !(shader->info.gs.active_stream_mask & (1 << stream))) {
+ /* Inactive stream: vertex count is 0, primitive count is 0 or undef. */
+ vtx_cnt = nir_imm_int(b, 0);
+ prim_cnt = state->count_prims
+ ? nir_imm_int(b, 0)
+ : nir_ssa_undef(b, 1, 32);
+ } else {
+ if (state->overwrite_incomplete)
+ overwrite_incomplete_primitives(state, stream);
+
+ vtx_cnt = nir_load_var(b, state->vertex_count_vars[stream]);
+ prim_cnt = state->count_prims
+ ? nir_load_var(b, state->primitive_count_vars[stream])
+ : nir_ssa_undef(b, 1, 32);
+ }
nir_intrinsic_instr *set_cnt_intrin =
nir_intrinsic_instr_create(shader,