anv/pipeline: Stop claiming to support running without a vertex shader
From the Vulkan spec version 1.0.32 docs for vkCreateGraphicsPipelines: The stage member of one element of pStages must be VK_SHADER_STAGE_VERTEX_BIT Since a vertex shader is always required, this hasn't been used since we deleted meta. Let's get rid of the complexity. Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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@@ -106,12 +106,9 @@ genX(graphics_pipeline_create)(
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gen7_emit_vs_workaround_flush(brw);
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#endif
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if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX)) {
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs);
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} else {
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assert(anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX));
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const struct anv_shader_bin *vs_bin =
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pipeline->shaders[MESA_SHADER_VERTEX];
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
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vs.KernelStartPointer = vs_bin->kernel.offset;
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@@ -135,7 +132,6 @@ genX(graphics_pipeline_create)(
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vs.StatisticsEnable = true;
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vs.FunctionEnable = true;
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}
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}
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const struct brw_gs_prog_data *gs_prog_data = get_gs_prog_data(pipeline);
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@@ -177,18 +177,9 @@ genX(graphics_pipeline_create)(
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offset = 1;
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length = (vs_prog_data->base.vue_map.num_slots + 1) / 2 - offset;
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if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX)) {
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
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vs.FunctionEnable = false;
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/* Even if VS is disabled, SBE still gets the amount of
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* vertex data to read from this field. */
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vs.VertexURBEntryOutputReadOffset = offset;
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vs.VertexURBEntryOutputLength = length;
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}
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} else {
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assert(anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX));
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const struct anv_shader_bin *vs_bin =
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pipeline->shaders[MESA_SHADER_VERTEX];
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
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vs.KernelStartPointer = vs_bin->kernel.offset;
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vs.SingleVertexDispatch = false;
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@@ -231,7 +222,6 @@ genX(graphics_pipeline_create)(
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vs.UserClipDistanceClipTestEnableBitmask = 0;
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vs.UserClipDistanceCullTestEnableBitmask = 0;
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}
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}
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const int num_thread_bias = GEN_GEN == 8 ? 2 : 1;
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if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
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