radv: move shader_z_format calculation to pipeline.
No need to recalculate this every time. Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Signed-off-by: Dave Airlie <airlied@redhat.com>
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@@ -1666,6 +1666,12 @@ radv_pipeline_init(struct radv_pipeline *pipeline,
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S_02880C_EXEC_ON_HIER_FAIL(ps->info.fs.writes_memory) |
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S_02880C_EXEC_ON_NOOP(ps->info.fs.writes_memory);
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pipeline->graphics.shader_z_format =
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ps->info.fs.writes_sample_mask ? V_028710_SPI_SHADER_32_ABGR :
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ps->info.fs.writes_stencil ? V_028710_SPI_SHADER_32_GR :
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ps->info.fs.writes_z ? V_028710_SPI_SHADER_32_R :
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V_028710_SPI_SHADER_ZERO;
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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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