diff --git a/src/broadcom/vulkan/v3dv_pipeline.c b/src/broadcom/vulkan/v3dv_pipeline.c index 717dfd8b6ca..5e2b7de2016 100644 --- a/src/broadcom/vulkan/v3dv_pipeline.c +++ b/src/broadcom/vulkan/v3dv_pipeline.c @@ -1431,6 +1431,7 @@ pipeline_stage_create_binning(const struct v3dv_pipeline_stage *src, * we only have to run the relevant NIR lowerings once for render shaders */ p_stage->nir = NULL; + p_stage->program_id = src->program_id; p_stage->spec_info = src->spec_info; p_stage->feedback = (VkPipelineCreationFeedback) { 0 }; memcpy(p_stage->shader_sha1, src->shader_sha1, 20); @@ -2370,12 +2371,6 @@ pipeline_compile_graphics(struct v3dv_pipeline *pipeline, if (p_stage == NULL) return VK_ERROR_OUT_OF_HOST_MEMORY; - /* Note that we are assigning program_id slightly differently that - * v3d. Here we are assigning one per pipeline stage, so vs and vs_bin - * would have a different program_id, while v3d would have the same for - * both. For the case of v3dv, it is more natural to have an id this way, - * as right now we are using it for debugging, not for shader-db. - */ p_stage->program_id = p_atomic_inc_return(&physical_device->next_program_id);