radeonsi: check render feedback only for fragment shader
We set need_check_render_feedback for fragment shader only:
69ad0fc61e ("radeonsi: only set need_check_render_feedback if binding textures for PS")
This helps adding mesh shader to not involve other geometry
stages so we can do it in either vertex or mesh pipeline.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35931>
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@@ -757,14 +757,12 @@ static void si_check_render_feedback(struct si_context *sctx)
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if (!si_any_colorbuffer_written(sctx))
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return;
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for (int i = 0; i < SI_NUM_GRAPHICS_SHADERS; ++i) {
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if (!sctx->shaders[i].cso)
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continue;
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if (sctx->shaders[PIPE_SHADER_FRAGMENT].cso) {
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struct si_shader_info *info = &sctx->shaders[PIPE_SHADER_FRAGMENT].cso->info;
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struct si_shader_info *info = &sctx->shaders[i].cso->info;
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si_check_render_feedback_images(sctx, &sctx->images[i],
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si_check_render_feedback_images(sctx, &sctx->images[PIPE_SHADER_FRAGMENT],
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BITFIELD_MASK(info->base.num_images));
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si_check_render_feedback_textures(sctx, &sctx->samplers[i],
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si_check_render_feedback_textures(sctx, &sctx->samplers[PIPE_SHADER_FRAGMENT],
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info->base.textures_used);
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}
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