zink: always unset vertex shader variant key data when changing last vertex stage

ensure that vertex key data is always zeroed when changing last stage since it will
be updated before draw anyway and can only cause problems if left alone here

fixes the following caselist:
dEQP-GLES31.functional.shaders.builtin_constants.tessellation_shader.max_tess_evaluation_texture_image_units
dEQP-GLES31.functional.tessellation_geometry_interaction.feedback.tessellation_output_quads_geometry_output_points
dEQP-GLES31.functional.ubo.random.all_per_block_buffers.25

cc: mesa-stable

Reviewed-by: Hoe Hao Cheng <haochengho12907@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14482>
This commit is contained in:
Mike Blumenkrantz 2022-01-10 11:36:25 -05:00 committed by Marge Bot
parent a9545153a0
commit d15ff96da2

View file

@ -919,6 +919,9 @@ bind_last_vertex_stage(struct zink_context *ctx)
if (old != PIPE_SHADER_TYPES) {
memset(&ctx->gfx_pipeline_state.shader_keys.key[old].key.vs_base, 0, sizeof(struct zink_vs_key_base));
ctx->dirty_shader_stages |= BITFIELD_BIT(old);
} else {
/* always unset vertex shader values when changing to a non-vs last stage */
memset(&ctx->gfx_pipeline_state.shader_keys.key[PIPE_SHADER_VERTEX].key.vs_base, 0, sizeof(struct zink_vs_key_base));
}
ctx->last_vertex_stage_dirty = true;
}