v3dv: use VkPipelineStageFlagBits2 when checking semaphore wait stage
This adds extra stages, some of which involve geometry stages that are relevant to the check we do to check for binning sync. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18290>
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@@ -810,15 +810,18 @@ handle_cl_job(struct v3dv_queue *queue,
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if (queue->last_job_syncs.first[V3DV_QUEUE_CL]) {
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for (int i = 0; !needs_bcl_sync && i < sync_info->wait_count; i++) {
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needs_bcl_sync = sync_info->waits[i].stage_mask &
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(VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT |
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VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT |
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VK_PIPELINE_STAGE_ALL_COMMANDS_BIT |
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VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT |
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT |
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
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VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT |
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VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT |
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VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT);
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(VK_PIPELINE_STAGE_2_TOP_OF_PIPE_BIT |
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VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT |
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VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT |
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VK_PIPELINE_STAGE_2_DRAW_INDIRECT_BIT |
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VK_PIPELINE_STAGE_2_INDEX_INPUT_BIT |
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VK_PIPELINE_STAGE_2_VERTEX_INPUT_BIT |
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VK_PIPELINE_STAGE_2_VERTEX_ATTRIBUTE_INPUT_BIT |
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VK_PIPELINE_STAGE_2_VERTEX_SHADER_BIT |
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VK_PIPELINE_STAGE_2_TESSELLATION_CONTROL_SHADER_BIT |
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VK_PIPELINE_STAGE_2_TESSELLATION_EVALUATION_SHADER_BIT |
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VK_PIPELINE_STAGE_2_GEOMETRY_SHADER_BIT |
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VK_PIPELINE_STAGE_2_PRE_RASTERIZATION_SHADERS_BIT);
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}
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}
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