radv: move shader stages calculation to pipeline.
With tess this becomes a bit more complex. so move to pipeline for now. Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Signed-off-by: Dave Airlie <airlied@redhat.com>
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@@ -1771,7 +1771,14 @@ radv_pipeline_init(struct radv_pipeline *pipeline,
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calculate_pa_cl_vs_out_cntl(pipeline);
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calculate_ps_inputs(pipeline);
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uint32_t stages = 0;
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if (radv_pipeline_has_gs(pipeline))
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stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) |
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S_028B54_GS_EN(1) |
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S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
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pipeline->graphics.vgt_shader_stages_en = stages;
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const VkPipelineVertexInputStateCreateInfo *vi_info =
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pCreateInfo->pVertexInputState;
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for (uint32_t i = 0; i < vi_info->vertexAttributeDescriptionCount; i++) {
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