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radv: clear RADV_CMD_DIRTY_SHADERS when resetting the shader object state
Binding a pipeline resets the shader object state and it's more optimal to clear this flag here. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27479>
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1 changed files with 2 additions and 6 deletions
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@ -6672,6 +6672,8 @@ radv_reset_shader_object_state(struct radv_cmd_buffer *cmd_buffer, VkPipelineBin
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default:
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break;
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}
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cmd_buffer->state.dirty &= ~RADV_CMD_DIRTY_SHADERS;
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}
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VKAPI_ATTR void VKAPI_CALL
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@ -9098,9 +9100,6 @@ radv_emit_shaders(struct radv_cmd_buffer *cmd_buffer)
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struct radv_device *device = cmd_buffer->device;
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struct radeon_cmdbuf *cs = cmd_buffer->cs;
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if (cmd_buffer->state.graphics_pipeline)
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return;
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/* Emit graphics shaders. */
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radv_foreach_stage(s, cmd_buffer->state.active_stages & RADV_GRAPHICS_STAGE_BITS)
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{
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@ -9325,9 +9324,6 @@ radv_bind_graphics_shaders(struct radv_cmd_buffer *cmd_buffer)
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uint32_t push_constant_size = 0, dynamic_offset_count = 0;
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bool need_indirect_descriptor_sets = false;
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if (cmd_buffer->state.graphics_pipeline)
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return;
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for (unsigned s = 0; s <= MESA_SHADER_MESH; s++) {
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const struct radv_shader_object *shader_obj = cmd_buffer->state.shader_objs[s];
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