zink: fix viewport detection when switching last stage shaders

the previous code checked e.g., VS -> GS binding, but it did not
correctly handle VS -> VS in order to toggle viewport state

cc: mesa-stable

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33144>
This commit is contained in:
Mike Blumenkrantz 2025-01-21 13:34:33 -05:00 committed by Marge Bot
parent 4fa9c7d241
commit e1e622dfb0

View file

@ -1905,7 +1905,10 @@ bind_last_vertex_stage(struct zink_context *ctx, gl_shader_stage stage, struct z
memset(&ctx->gfx_pipeline_state.shader_keys.key[MESA_SHADER_VERTEX].key.vs_base, 0, sizeof(struct zink_vs_key_base));
}
}
ctx->last_vertex_stage_dirty = true;
}
if (ctx->last_vertex_stage != prev_shader) {
unsigned num_viewports = ctx->vp_state.num_viewports;
struct zink_screen *screen = zink_screen(ctx->base.screen);
/* number of enabled viewports is based on whether last vertex stage writes viewport index */
@ -1923,7 +1926,6 @@ bind_last_vertex_stage(struct zink_context *ctx, gl_shader_stage stage, struct z
ctx->gfx_pipeline_state.dirty = true;
ctx->gfx_pipeline_state.dyn_state1.num_viewports = ctx->vp_state.num_viewports;
}
ctx->last_vertex_stage_dirty = true;
}
}