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radv: dirty the dynamic vertex input state only when needed
This shouldn't be necessary when the VS doesn't have a prolog. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22944>
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1 changed files with 2 additions and 1 deletions
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@ -6737,7 +6737,7 @@ radv_CmdBindPipeline(VkCommandBuffer commandBuffer, VkPipelineBindPoint pipeline
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cmd_buffer->state.graphics_pipeline = graphics_pipeline;
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cmd_buffer->state.has_nggc = graphics_pipeline->has_ngg_culling;
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cmd_buffer->state.dirty |= RADV_CMD_DIRTY_PIPELINE | RADV_CMD_DIRTY_DYNAMIC_VERTEX_INPUT;
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cmd_buffer->state.dirty |= RADV_CMD_DIRTY_PIPELINE;
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cmd_buffer->push_constant_stages |= graphics_pipeline->active_stages;
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/* Prefetch all pipeline shaders at first draw time. */
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@ -6771,6 +6771,7 @@ radv_CmdBindPipeline(VkCommandBuffer commandBuffer, VkPipelineBindPoint pipeline
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/* Re-emit the VS prolog when a new vertex shader is bound. */
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if (vs->info.vs.has_prolog) {
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cmd_buffer->state.emitted_vs_prolog = NULL;
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cmd_buffer->state.dirty |= RADV_CMD_DIRTY_DYNAMIC_VERTEX_INPUT;
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}
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/* Re-emit the vertex buffer descriptors because they are really tied to the pipeline. */
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