asahi: Dirty the shader stage when the shader changes

We need to re-emit all descriptors in this case for correctness. Avoids
regressions from the following commit.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
This commit is contained in:
Alyssa Rosenzweig
2023-08-17 10:55:27 -04:00
committed by Marge Bot
parent 581514d925
commit bb663b8595

View File

@@ -3082,17 +3082,21 @@ agx_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info,
batch->resolve |= ctx->zs->store;
}
if (agx_update_vs(ctx))
if (agx_update_vs(ctx)) {
ctx->dirty |= AGX_DIRTY_VS | AGX_DIRTY_VS_PROG;
else if (ctx->stage[PIPE_SHADER_VERTEX].dirty ||
(ctx->dirty & AGX_DIRTY_VERTEX))
ctx->stage[PIPE_SHADER_VERTEX].dirty = ~0;
} else if (ctx->stage[PIPE_SHADER_VERTEX].dirty ||
(ctx->dirty & AGX_DIRTY_VERTEX)) {
ctx->dirty |= AGX_DIRTY_VS;
}
if (agx_update_fs(batch))
if (agx_update_fs(batch)) {
ctx->dirty |= AGX_DIRTY_FS | AGX_DIRTY_FS_PROG;
else if (ctx->stage[PIPE_SHADER_FRAGMENT].dirty ||
(ctx->dirty & (AGX_DIRTY_BLEND_COLOR | AGX_DIRTY_SAMPLE_MASK)))
ctx->stage[PIPE_SHADER_FRAGMENT].dirty = ~0;
} else if (ctx->stage[PIPE_SHADER_FRAGMENT].dirty ||
(ctx->dirty & (AGX_DIRTY_BLEND_COLOR | AGX_DIRTY_SAMPLE_MASK))) {
ctx->dirty |= AGX_DIRTY_FS;
}
agx_batch_add_bo(batch, ctx->vs->bo);
agx_batch_add_bo(batch, ctx->fs->bo);