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>
This commit is contained in:
Dave Airlie
2017-03-28 12:59:17 +10:00
parent 0232ea8025
commit 239a9224a3
3 changed files with 10 additions and 9 deletions

View File

@@ -1771,7 +1771,14 @@ radv_pipeline_init(struct radv_pipeline *pipeline,
calculate_pa_cl_vs_out_cntl(pipeline);
calculate_ps_inputs(pipeline);
uint32_t stages = 0;
if (radv_pipeline_has_gs(pipeline))
stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) |
S_028B54_GS_EN(1) |
S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
pipeline->graphics.vgt_shader_stages_en = stages;
const VkPipelineVertexInputStateCreateInfo *vi_info =
pCreateInfo->pVertexInputState;
for (uint32_t i = 0; i < vi_info->vertexAttributeDescriptionCount; i++) {