radv: discard the PS epilog when the pipeline doesn't use a fragment shader

This makes no sense and this was broken.

Fixes dEQP-VK.mesh_shader.ext.smoke.*_lib.mesh_shader_triangle_rasterization_disabled.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19019>
This commit is contained in:
Samuel Pitoiset
2022-10-10 15:53:43 +02:00
parent 7b3aae8912
commit ca02da294a

View File

@@ -2882,7 +2882,8 @@ radv_generate_graphics_pipeline_key(const struct radv_graphics_pipeline *pipelin
if (device->primitives_generated_query) if (device->primitives_generated_query)
key.primitives_generated_query = true; key.primitives_generated_query = true;
key.ps.has_epilog = !!pipeline->ps_epilog; key.ps.has_epilog =
!!(pipeline->active_stages & VK_SHADER_STAGE_FRAGMENT_BIT) && !!pipeline->ps_epilog;
key.dynamic_patch_control_points = key.dynamic_patch_control_points =
!!(pipeline->dynamic_states & RADV_DYNAMIC_PATCH_CONTROL_POINTS); !!(pipeline->dynamic_states & RADV_DYNAMIC_PATCH_CONTROL_POINTS);
@@ -4196,13 +4197,21 @@ radv_create_shaders(struct radv_pipeline *pipeline, struct radv_pipeline_layout
} }
} }
/* When the main FS is compiled inside a library, we need to compile a PS epilog if it hasn't
* been already imported.
*/
if (pipeline->type == RADV_PIPELINE_GRAPHICS) { if (pipeline->type == RADV_PIPELINE_GRAPHICS) {
if (!radv_pipeline_create_ps_epilog(radv_pipeline_to_graphics(pipeline), pipeline_key)) struct radv_graphics_pipeline *graphics_pipeline = radv_pipeline_to_graphics(pipeline);
if (noop_fs && graphics_pipeline->ps_epilog) {
/* Discard the PS epilog when the pipeline doesn't use a FS because it makes no sense. */
radv_shader_part_unref(device, graphics_pipeline->ps_epilog);
graphics_pipeline->ps_epilog = NULL;
} else {
/* When the main FS is compiled inside a library, we need to compile a PS epilog if it
* hasn't been already imported.
*/
if (!radv_pipeline_create_ps_epilog(graphics_pipeline, pipeline_key))
return result; return result;
} }
}
/* Upload shader binaries. */ /* Upload shader binaries. */
radv_upload_shaders(device, pipeline); radv_upload_shaders(device, pipeline);