No need to recalculate this every time.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
radeon_set_context_reg(cmd_buffer->cs, R_0286E0_SPI_BARYC_CNTL, spi_baryc_cntl);
radeon_set_context_reg(cmd_buffer->cs, R_028710_SPI_SHADER_Z_FORMAT,
- ps->info.fs.writes_sample_mask ? V_028710_SPI_SHADER_32_ABGR :
- ps->info.fs.writes_stencil ? V_028710_SPI_SHADER_32_GR :
- ps->info.fs.writes_z ? V_028710_SPI_SHADER_32_R :
- V_028710_SPI_SHADER_ZERO);
+ pipeline->graphics.shader_z_format);
radeon_set_context_reg(cmd_buffer->cs, R_028714_SPI_SHADER_COL_FORMAT, blend->spi_shader_col_format);
S_02880C_EXEC_ON_HIER_FAIL(ps->info.fs.writes_memory) |
S_02880C_EXEC_ON_NOOP(ps->info.fs.writes_memory);
+ pipeline->graphics.shader_z_format =
+ ps->info.fs.writes_sample_mask ? V_028710_SPI_SHADER_32_ABGR :
+ ps->info.fs.writes_stencil ? V_028710_SPI_SHADER_32_GR :
+ ps->info.fs.writes_z ? V_028710_SPI_SHADER_32_R :
+ V_028710_SPI_SHADER_ZERO;
+
const VkPipelineVertexInputStateCreateInfo *vi_info =
pCreateInfo->pVertexInputState;
for (uint32_t i = 0; i < vi_info->vertexAttributeDescriptionCount; i++) {
struct radv_raster_state raster;
struct radv_multisample_state ms;
uint32_t db_shader_control;
+ uint32_t shader_z_format;
unsigned prim;
unsigned gs_out;
uint32_t vgt_gs_mode;