lvp: explictly skip compute shader stage.

To add mesh/task later we have to loop over more stages the other side
of compute. So explicitly skip compute for now.

This has a couple of subtle bits to it, and I think there might be a bug
in pre rast

Reviewed-by: Brian Paul <brianp@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23065>
This commit is contained in:
Dave Airlie
2023-05-17 07:09:44 +10:00
committed by Marge Bot
parent 6046b6ea94
commit 2fbe256e82
3 changed files with 41 additions and 15 deletions

View File

@@ -835,7 +835,9 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
pipeline->disable_multisample = p->disable_multisample;
pipeline->line_rectangular = p->line_rectangular;
memcpy(pipeline->shaders, p->shaders, sizeof(struct lvp_shader) * 4);
for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++) {
for (unsigned i = 0; i < LVP_SHADER_STAGES; i++) {
if (i == MESA_SHADER_COMPUTE)
continue;
copy_shader_sanitized(&pipeline->shaders[i], &p->shaders[i]);
}
}
@@ -908,7 +910,9 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
lvp_pipeline_nir_ref(&pipeline->shaders[MESA_SHADER_FRAGMENT].pipeline_nir, p->shaders[MESA_SHADER_FRAGMENT].pipeline_nir);
}
if (p->stages & VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT) {
for (unsigned j = MESA_SHADER_VERTEX; j < MESA_SHADER_FRAGMENT; j++) {
for (unsigned j = MESA_SHADER_VERTEX; j < LVP_SHADER_STAGES; j++) {
if (j == MESA_SHADER_COMPUTE || j == MESA_SHADER_FRAGMENT)
continue;
if (p->shaders[j].pipeline_nir)
lvp_pipeline_nir_ref(&pipeline->shaders[j].pipeline_nir, p->shaders[j].pipeline_nir);
}