zink: pass zink_render_pass to pipeline-creation
Acked-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
@@ -798,7 +798,7 @@ zink_draw_vbo(struct pipe_context *pctx,
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VkPipeline pipeline = zink_create_gfx_pipeline(screen->dev,
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gfx_program,
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&ctx->gfx_pipeline_state,
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ctx->render_pass->render_pass);
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ctx->render_pass);
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bool depth_bias = false;
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switch (u_reduced_prim(dinfo->mode)) {
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@@ -26,6 +26,7 @@
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#include "zink_compiler.h"
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#include "zink_context.h"
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#include "zink_program.h"
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#include "zink_render_pass.h"
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#include "zink_screen.h"
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#include "zink_state.h"
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@@ -35,7 +36,7 @@
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VkPipeline
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zink_create_gfx_pipeline(VkDevice dev, struct zink_gfx_program *prog,
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struct zink_gfx_pipeline_state *state,
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VkRenderPass render_pass)
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struct zink_render_pass *rp)
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{
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VkPipelineVertexInputStateCreateInfo vertex_input_state = {};
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vertex_input_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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@@ -113,7 +114,7 @@ zink_create_gfx_pipeline(VkDevice dev, struct zink_gfx_program *prog,
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pci.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pci.flags = VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT;
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pci.layout = prog->layout;
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pci.renderPass = render_pass;
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pci.renderPass = rp->render_pass;
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pci.pVertexInputState = &vertex_input_state;
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pci.pInputAssemblyState = &primitive_state;
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pci.pRasterizationState = &rast_state;
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@@ -32,7 +32,7 @@ struct zink_blend_state;
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struct zink_depth_stencil_alpha_state;
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struct zink_gfx_program;
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struct zink_rasterizer_state;
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struct zink_shader;
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struct zink_render_pass;
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struct zink_vertex_elements_state;
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struct zink_gfx_pipeline_state {
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@@ -54,6 +54,6 @@ struct zink_gfx_pipeline_state {
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VkPipeline
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zink_create_gfx_pipeline(VkDevice dev, struct zink_gfx_program *prog,
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struct zink_gfx_pipeline_state *state,
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VkRenderPass render_pass);
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struct zink_render_pass *rp);
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#endif
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