radv: Call radv_pipeline_init_scratch per shader
authorKonstantin Seurer <konstantin.seurer@gmail.com>
Thu, 22 Jun 2023 20:22:34 +0000 (22:22 +0200)
committerMarge Bot <emma+marge@anholt.net>
Tue, 27 Jun 2023 06:04:18 +0000 (06:04 +0000)
commit7a7b1a4f7102e864284e576000a7317171d98e41
tree150d3707b1ce4eee3827859c5e891b4a65518a39
parent957d7644aa47478024315a20a31a91b32d3e65d6
radv: Call radv_pipeline_init_scratch per shader

Compute pipelines only have one shader, which was not handled correctly
in the case of ray tracing pipelines. Adding radv_shader as an argument
allows us to handle the ray tracing prolog. The original loop is inlined
into its only user (radv_pipeline_graphics.c).

Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23812>
src/amd/vulkan/radv_pipeline.c
src/amd/vulkan/radv_pipeline_compute.c
src/amd/vulkan/radv_pipeline_graphics.c
src/amd/vulkan/radv_private.h