return NULL;
}
+static const VkPipelineDepthStencilStateCreateInfo *
+radv_pipeline_get_depth_stencil_state(const VkGraphicsPipelineCreateInfo *pCreateInfo)
+{
+ RADV_FROM_HANDLE(radv_render_pass, pass, pCreateInfo->renderPass);
+ struct radv_subpass *subpass = pass->subpasses + pCreateInfo->subpass;
+
+ if (!pCreateInfo->pRasterizationState->rasterizerDiscardEnable &&
+ subpass->depth_stencil_attachment)
+ return pCreateInfo->pDepthStencilState;
+ return NULL;
+}
+
bool radv_pipeline_has_ngg(const struct radv_pipeline *pipeline)
{
struct radv_shader_variant *variant = NULL;
{
RADV_FROM_HANDLE(radv_render_pass, pass, pCreateInfo->renderPass);
struct radv_subpass *subpass = pass->subpasses + pCreateInfo->subpass;
+ const VkPipelineDepthStencilStateCreateInfo *vkds = radv_pipeline_get_depth_stencil_state(pCreateInfo);
unsigned colormask = blend->cb_target_enabled_4bit;
if (!pipeline->device->physical_device->out_of_order_rast_allowed)
.zs = true, .pass_set = true
};
- if (pCreateInfo->pDepthStencilState &&
- subpass->depth_stencil_attachment) {
- const VkPipelineDepthStencilStateCreateInfo *vkds =
- pCreateInfo->pDepthStencilState;
+ if (vkds) {
struct radv_render_pass_attachment *attachment =
pass->attachments + subpass->depth_stencil_attachment->attachment;
bool has_stencil = vk_format_is_stencil(attachment->format);
const VkGraphicsPipelineCreateInfo *pCreateInfo,
const struct radv_graphics_pipeline_create_info *extra)
{
- const VkPipelineDepthStencilStateCreateInfo *vkds = pCreateInfo->pDepthStencilState;
+ const VkPipelineDepthStencilStateCreateInfo *vkds = radv_pipeline_get_depth_stencil_state(pCreateInfo);
RADV_FROM_HANDLE(radv_render_pass, pass, pCreateInfo->renderPass);
struct radv_subpass *subpass = pass->subpasses + pCreateInfo->subpass;
struct radv_shader_variant *ps = pipeline->shaders[MESA_SHADER_FRAGMENT];