radv: do not fill keys from fragment shader twice
radv_fill_shader_info() already does that. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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@ -2836,20 +2836,6 @@ void radv_create_shaders(struct radv_pipeline *pipeline,
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radv_stop_feedback(stage_feedbacks[MESA_SHADER_FRAGMENT], false);
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}
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/* TODO: These are no longer used as keys we should refactor this */
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keys[MESA_SHADER_VERTEX].vs_common_out.export_prim_id =
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pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.prim_id_input;
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keys[MESA_SHADER_VERTEX].vs_common_out.export_layer_id =
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pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.layer_input;
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keys[MESA_SHADER_VERTEX].vs_common_out.export_clip_dists =
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!!pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.num_input_clips_culls;
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keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_prim_id =
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pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.prim_id_input;
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keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_layer_id =
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pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.layer_input;
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keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_clip_dists =
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!!pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.num_input_clips_culls;
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}
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if (device->physical_device->rad_info.chip_class >= GFX9 && modules[MESA_SHADER_TESS_CTRL]) {
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