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radv: fix random depth range unrestricted failures due to a cache issue
The shader module name is used to compute the pipeline key. The driver used to load the wrong pipelines because the shader names were similar. This should fix random failures of dEQP-VK.pipeline.depth_range_unrestricted.* Fixes:f11ea22666("radv: fix a performance regression with graphics depth/stencil clears") Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4216> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4216> (cherry picked from commit94e37859a9)
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parent
f0ac5321f8
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2 changed files with 7 additions and 3 deletions
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@ -4,7 +4,7 @@
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"description": "radv: fix random depth range unrestricted failures due to a cache issue",
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"nominated": true,
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"nomination_type": 1,
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"resolution": 0,
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"resolution": 1,
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"master_sha": null,
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"because_sha": "f11ea2266644a016a898744d1283d83ab63f4fb2"
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},
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@ -512,8 +512,12 @@ build_depthstencil_shader(struct nir_shader **out_vs,
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nir_builder_init_simple_shader(&vs_b, NULL, MESA_SHADER_VERTEX, NULL);
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nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);
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vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_depthstencil_vs");
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fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_depthstencil_fs");
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vs_b.shader->info.name = ralloc_strdup(vs_b.shader,
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unrestricted ? "meta_clear_depthstencil_unrestricted_vs"
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: "meta_clear_depthstencil_vs");
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fs_b.shader->info.name = ralloc_strdup(fs_b.shader,
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unrestricted ? "meta_clear_depthstencil_unrestricted_fs"
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: "meta_clear_depthstencil_fs");
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const struct glsl_type *position_out_type = glsl_vec4_type();
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nir_variable *vs_out_pos =
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