anv: disable injection of primitive shading rate for mesh
It's not needed and causes issues for mesh code (it doesn't
mark the output as per-primitive, which confuses brw_compute_mue_map)
Fixes many tests matching:
dEQP-VK.fragment_shading_rate.dynamic_rendering.*.ms
Fixes: 1542ab70eb
("anv: handle primitive shading rate for mesh")
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16196>
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b6ba24cd62
@@ -1751,7 +1751,8 @@ anv_pipeline_compile_graphics(struct anv_graphics_pipeline *pipeline,
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const struct intel_device_info *devinfo = &pipeline->base.device->info;
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const struct intel_device_info *devinfo = &pipeline->base.device->info;
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if (devinfo->has_coarse_pixel_primitive_and_cb &&
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if (devinfo->has_coarse_pixel_primitive_and_cb &&
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stages[MESA_SHADER_FRAGMENT].entrypoint &&
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stages[MESA_SHADER_FRAGMENT].entrypoint &&
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stages[MESA_SHADER_FRAGMENT].key.wm.coarse_pixel) {
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stages[MESA_SHADER_FRAGMENT].key.wm.coarse_pixel &&
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stages[MESA_SHADER_MESH].entrypoint == NULL) {
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struct anv_pipeline_stage *last_psr = NULL;
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struct anv_pipeline_stage *last_psr = NULL;
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for (unsigned i = 0; i < ARRAY_SIZE(shader_order); i++) {
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for (unsigned i = 0; i < ARRAY_SIZE(shader_order); i++) {
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