zink: Always set a blend state for shader-db
If we're compiling shaders in shader-db, with shader-db's ./run and ZINK_DEBUG=shaderdb, we won't get much state set on the graphics pipeline, since shader-db doesn't actually do any rendering. For a driver like RADV, that is *almost* ok... Since we use dynamic vertex input, we don't need to make up any state for vertex inputs; since we use dynamic rendering, we don't need to make up any render attachments. All of that being said, we *do* need to make up a blend state to ensure that the Vulkan driver doesn't optimize away all of store_derefs in the fragment shader (and in turn, optimize the entire fragment shader away, if there are no image/SSBO writes.) So set the obvious blend state, fixing fragment shaders in shader-db with zink + radv. I don't know why other people would want to use Zink with shader-db, but for me it's an easy way to test ACO, at least until radeonsi gains aco support. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22948>
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@@ -5066,6 +5066,14 @@ zink_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
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struct pipe_depth_stencil_alpha_state dsa = {0};
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void *state = ctx->base.create_depth_stencil_alpha_state(&ctx->base, &dsa);
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ctx->base.bind_depth_stencil_alpha_state(&ctx->base, state);
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struct pipe_blend_state blend = {
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.rt[0].colormask = 0xF
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};
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void *blend_state = ctx->base.create_blend_state(&ctx->base, &blend);
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ctx->base.bind_blend_state(&ctx->base, blend_state);
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zink_batch_rp(ctx);
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}
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