v3dv/pipeline: compute sha1 for no-op fragment shaders correctly
authorAlejandro Piñeiro <apinheiro@igalia.com>
Tue, 16 Mar 2021 11:11:28 +0000 (12:11 +0100)
committerMarge Bot <eric+marge@anholt.net>
Mon, 22 Mar 2021 17:10:47 +0000 (17:10 +0000)
commit2bee6ffec3ff5bc0009cc242c6e2793524ea0060
tree1c4d6d2f1363872e57f5d3020b1119f239bafc03
parent9a4099858bc9ab802ac77f7fbfb85c7646203cd0
v3dv/pipeline: compute sha1 for no-op fragment shaders correctly

We should use the nir shader, as with internal vkShaderModule, instead
of just the name.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
src/broadcom/vulkan/v3dv_pipeline.c