fs_stage->key.wm.input_slots_valid =
prev_stage->prog_data.vue.vue_map.slots_valid;
- return brw_compile_fs(compiler, NULL, mem_ctx, &fs_stage->key.wm,
- &fs_stage->prog_data.wm, fs_stage->nir,
- NULL, -1, -1, -1, true, false, NULL, NULL);
+ const unsigned *code =
+ brw_compile_fs(compiler, NULL, mem_ctx, &fs_stage->key.wm,
+ &fs_stage->prog_data.wm, fs_stage->nir,
+ NULL, -1, -1, -1, true, false, NULL, NULL);
+
+ if (fs_stage->key.wm.nr_color_regions == 0 &&
+ !fs_stage->prog_data.wm.has_side_effects &&
+ !fs_stage->prog_data.wm.uses_kill &&
+ fs_stage->prog_data.wm.computed_depth_mode == BRW_PSCDEPTH_OFF &&
+ !fs_stage->prog_data.wm.computed_stencil) {
+ /* This fragment shader has no outputs and no side effects. Go ahead
+ * and return the code pointer so we don't accidentally think the
+ * compile failed but zero out prog_data which will set program_size to
+ * zero and disable the stage.
+ */
+ memset(&fs_stage->prog_data, 0, sizeof(fs_stage->prog_data));
+ }
+
+ return code;
}
static VkResult
if (found == __builtin_popcount(pipeline->active_stages)) {
/* We found all our shaders in the cache. We're done. */
- return VK_SUCCESS;
+ goto done;
} else if (found > 0) {
/* We found some but not all of our shaders. This shouldn't happen
* most of the time but it can if we have a partially populated
ralloc_free(pipeline_ctx);
+done:
+
+ if (pipeline->shaders[MESA_SHADER_FRAGMENT] &&
+ pipeline->shaders[MESA_SHADER_FRAGMENT]->prog_data->program_size == 0) {
+ /* This can happen if we decided to implicitly disable the fragment
+ * shader. See anv_pipeline_compile_fs().
+ */
+ anv_shader_bin_unref(pipeline->device,
+ pipeline->shaders[MESA_SHADER_FRAGMENT]);
+ pipeline->shaders[MESA_SHADER_FRAGMENT] = NULL;
+ pipeline->active_stages &= ~VK_SHADER_STAGE_FRAGMENT_BIT;
+ }
+
return VK_SUCCESS;
fail: