tu: Support pipelines without a fragment shader

Apparently this is allowed, and the CTS started doing this more often
recently which resulted in frequent hangs running the entire CTS. I
copied the code to create an empty FS from radv.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4928>
This commit is contained in:
Connor Abbott
2020-05-07 00:07:48 +02:00
committed by Marge Bot
parent 7ba2333cc1
commit 6d513eb0db
2 changed files with 20 additions and 8 deletions
+1 -1
View File
@@ -2116,7 +2116,7 @@ tu_pipeline_builder_compile_shaders(struct tu_pipeline_builder *builder)
for (gl_shader_stage stage = MESA_SHADER_STAGES - 1;
stage > MESA_SHADER_NONE; stage--) {
const VkPipelineShaderStageCreateInfo *stage_info = stage_infos[stage];
if (!stage_info)
if (!stage_info && stage != MESA_SHADER_FRAGMENT)
continue;
struct tu_shader *shader =
+19 -7
View File
@@ -472,8 +472,6 @@ tu_shader_create(struct tu_device *dev,
struct tu_pipeline_layout *layout,
const VkAllocationCallbacks *alloc)
{
const struct tu_shader_module *module =
tu_shader_module_from_handle(stage_info->module);
struct tu_shader *shader;
const uint32_t max_variant_count = (stage == MESA_SHADER_VERTEX) ? 2 : 1;
@@ -484,11 +482,25 @@ tu_shader_create(struct tu_device *dev,
if (!shader)
return NULL;
/* translate SPIR-V to NIR */
assert(module->code_size % 4 == 0);
nir_shader *nir = tu_spirv_to_nir(
dev->compiler, (const uint32_t *) module->code, module->code_size / 4,
stage, stage_info->pName, stage_info->pSpecializationInfo);
nir_shader *nir;
if (stage_info) {
/* translate SPIR-V to NIR */
const struct tu_shader_module *module =
tu_shader_module_from_handle(stage_info->module);
assert(module->code_size % 4 == 0);
nir = tu_spirv_to_nir(
dev->compiler, (const uint32_t *) module->code, module->code_size / 4,
stage, stage_info->pName, stage_info->pSpecializationInfo);
} else {
assert(stage == MESA_SHADER_FRAGMENT);
nir_builder fs_b;
const nir_shader_compiler_options *nir_options =
ir3_get_compiler_options(dev->compiler);
nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, nir_options);
fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "noop_fs");
nir = fs_b.shader;
}
if (!nir) {
vk_free2(&dev->alloc, alloc, shader);
return NULL;