radv: fix random depth range unrestricted failures due to a cache issue
The shader module name is used to compute the pipeline key. The
driver used to load the wrong pipelines because the shader names
were similar.
This should fix random failures of
dEQP-VK.pipeline.depth_range_unrestricted.*
Fixes: f11ea22666
("radv: fix a performance regression with graphics depth/stencil clears")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4216>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4216>
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@ -512,8 +512,12 @@ build_depthstencil_shader(struct nir_shader **out_vs,
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nir_builder_init_simple_shader(&vs_b, NULL, MESA_SHADER_VERTEX, NULL);
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nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);
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vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_depthstencil_vs");
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fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_depthstencil_fs");
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vs_b.shader->info.name = ralloc_strdup(vs_b.shader,
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unrestricted ? "meta_clear_depthstencil_unrestricted_vs"
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: "meta_clear_depthstencil_vs");
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fs_b.shader->info.name = ralloc_strdup(fs_b.shader,
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unrestricted ? "meta_clear_depthstencil_unrestricted_fs"
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: "meta_clear_depthstencil_fs");
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const struct glsl_type *position_out_type = glsl_vec4_type();
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nir_variable *vs_out_pos =
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