{
struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
struct anv_subpass *subpass = cmd_buffer->state.subpass;
- struct anv_pipeline_bind_map *map;
+ struct anv_pipeline *pipeline;
uint32_t bias, state_offset;
switch (stage) {
case MESA_SHADER_COMPUTE:
- map = &cmd_buffer->state.compute_pipeline->bindings[stage];
+ pipeline = cmd_buffer->state.compute_pipeline;
bias = 1;
break;
default:
- map = &cmd_buffer->state.pipeline->bindings[stage];
+ pipeline = cmd_buffer->state.pipeline;
bias = 0;
break;
}
+ if (!anv_pipeline_has_stage(pipeline, stage)) {
+ *bt_state = (struct anv_state) { 0, };
+ return VK_SUCCESS;
+ }
+
+ struct anv_pipeline_bind_map *map = &pipeline->bindings[stage];
if (bias + map->surface_count == 0) {
*bt_state = (struct anv_state) { 0, };
return VK_SUCCESS;
anv_cmd_buffer_emit_samplers(struct anv_cmd_buffer *cmd_buffer,
gl_shader_stage stage, struct anv_state *state)
{
- struct anv_pipeline_bind_map *map;
+ struct anv_pipeline *pipeline;
if (stage == MESA_SHADER_COMPUTE)
- map = &cmd_buffer->state.compute_pipeline->bindings[stage];
+ pipeline = cmd_buffer->state.compute_pipeline;
else
- map = &cmd_buffer->state.pipeline->bindings[stage];
+ pipeline = cmd_buffer->state.pipeline;
+
+ if (!anv_pipeline_has_stage(pipeline, stage)) {
+ *state = (struct anv_state) { 0, };
+ return VK_SUCCESS;
+ }
+ struct anv_pipeline_bind_map *map = &pipeline->bindings[stage];
if (map->sampler_count == 0) {
*state = (struct anv_state) { 0, };
return VK_SUCCESS;
anv_cmd_buffer_push_constants(struct anv_cmd_buffer *cmd_buffer,
gl_shader_stage stage)
{
+ /* If we don't have this stage, bail. */
+ if (!anv_pipeline_has_stage(cmd_buffer->state.pipeline, stage))
+ return (struct anv_state) { .offset = 0 };
+
struct anv_push_constants *data =
cmd_buffer->state.push_constants[stage];
const struct brw_stage_prog_data *prog_data =
bool needs_dc = false, needs_slm = false;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (!anv_pipeline_has_stage(pipeline, i))
+ continue;
+
const struct brw_stage_prog_data *prog_data = pipeline->prog_data[i];
needs_dc |= pipeline->needs_data_cache;
- needs_slm |= prog_data && prog_data->total_shared;
+ needs_slm |= prog_data->total_shared;
}
return get_default_l3_weights(&pipeline->device->info,
blend_state.Entry[i].WriteDisableBlue = true;
}
- struct anv_pipeline_bind_map *map =
- &pipeline->bindings[MESA_SHADER_FRAGMENT];
+ uint32_t surface_count = 0;
+ struct anv_pipeline_bind_map *map;
+ if (anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
+ map = &pipeline->bindings[MESA_SHADER_FRAGMENT];
+ surface_count = map->surface_count;
+ }
bool has_writeable_rt = false;
- for (unsigned i = 0; i < map->surface_count; i++) {
+ for (unsigned i = 0; i < surface_count; i++) {
struct anv_pipeline_binding *binding = &map->surface_to_descriptor[i];
/* All color attachments are at the beginning of the binding table */