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>
This commit is contained in:
Qiang Yu
2025-04-17 10:07:23 +08:00
committed by Marge Bot
parent aa7032ae83
commit b337e60a6f
+4 -6
View File
@@ -757,14 +757,12 @@ static void si_check_render_feedback(struct si_context *sctx)
if (!si_any_colorbuffer_written(sctx))
return;
for (int i = 0; i < SI_NUM_GRAPHICS_SHADERS; ++i) {
if (!sctx->shaders[i].cso)
continue;
if (sctx->shaders[PIPE_SHADER_FRAGMENT].cso) {
struct si_shader_info *info = &sctx->shaders[PIPE_SHADER_FRAGMENT].cso->info;
struct si_shader_info *info = &sctx->shaders[i].cso->info;
si_check_render_feedback_images(sctx, &sctx->images[i],
si_check_render_feedback_images(sctx, &sctx->images[PIPE_SHADER_FRAGMENT],
BITFIELD_MASK(info->base.num_images));
si_check_render_feedback_textures(sctx, &sctx->samplers[i],
si_check_render_feedback_textures(sctx, &sctx->samplers[PIPE_SHADER_FRAGMENT],
info->base.textures_used);
}