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zink: don't check prog->shaders when creating gfx pipeline
these objects don't technically belong to the pipeline, and checking them may lead to inconsistent results in some corner cases Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23511>
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eca11febe2
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1 changed files with 2 additions and 2 deletions
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@ -370,7 +370,7 @@ zink_create_gfx_pipeline(struct zink_screen *screen,
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VkPipelineTessellationStateCreateInfo tci = {0};
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VkPipelineTessellationDomainOriginStateCreateInfo tdci = {0};
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if (prog->shaders[MESA_SHADER_TESS_CTRL] && prog->shaders[MESA_SHADER_TESS_EVAL]) {
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if (objs[MESA_SHADER_TESS_CTRL].mod && objs[MESA_SHADER_TESS_EVAL].mod) {
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tci.sType = VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO;
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tci.patchControlPoints = state->dyn_state2.vertices_per_patch;
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pci.pTessellationState = &tci;
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@ -383,7 +383,7 @@ zink_create_gfx_pipeline(struct zink_screen *screen,
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VkShaderModuleCreateInfo smci[ZINK_GFX_SHADER_COUNT] = {0};
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uint32_t num_stages = 0;
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for (int i = 0; i < ZINK_GFX_SHADER_COUNT; ++i) {
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if (!prog->shaders[i])
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if (!objs[i].obj)
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continue;
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VkPipelineShaderStageCreateInfo stage = {0};
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