This can be used to determine if the pipeline has a specific shader
stage (e.g. geometry shader).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4436>
pipeline->program.binning_state_ib =
tu_cs_end_sub_stream(&pipeline->cs, &prog_cs);
+ VkShaderStageFlags stages = 0;
+ for (unsigned i = 0; i < builder->create_info->stageCount; i++) {
+ stages |= builder->create_info->pStages[i].stage;
+ }
+ pipeline->active_stages = stages;
+
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (!builder->shaders[i])
continue;