zink: block pipeline fast-pathing for any programs using depth texture modes
the data for this is too big to compress into a shader key, so these pipelines will always consume more cpu Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20598>
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1b2bf99f05
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ef233d43f4
@@ -226,7 +226,10 @@ zink_get_gfx_pipeline(struct zink_context *ctx,
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const int rp_idx = state->render_pass ? 1 : 0;
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/* shortcut for reusing previous pipeline across program changes */
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if (DYNAMIC_STATE == ZINK_DYNAMIC_VERTEX_INPUT || DYNAMIC_STATE == ZINK_DYNAMIC_VERTEX_INPUT2) {
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if (prog->last_finalized_hash[rp_idx][idx] == state->final_hash && !prog->inline_variants && likely(prog->last_pipeline[rp_idx][idx])) {
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if (prog->last_finalized_hash[rp_idx][idx] == state->final_hash &&
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!prog->inline_variants && likely(prog->last_pipeline[rp_idx][idx]) &&
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/* this data is too big to compare in the fast-path */
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likely(!prog->shaders[MESA_SHADER_FRAGMENT]->fs.legacy_shadow_mask)) {
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state->pipeline = prog->last_pipeline[rp_idx][idx]->pipeline;
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return state->pipeline;
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}
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