Reviewed-by: Samuel Pitoiset <[email protected]>
On 8/15/18 4:25 PM, Bas Nieuwenhuizen wrote:
Seems that in a single case we use the renderpass before checking the pipeline, so check the renderpass before we use it. Fixes: fbcd1673144 "radv: Add on-demand compilation of built-in shaders." --- src/amd/vulkan/radv_meta_resolve_fs.c | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/amd/vulkan/radv_meta_resolve_fs.c b/src/amd/vulkan/radv_meta_resolve_fs.c index 21a5922f5df..af4a6fe7a66 100644 --- a/src/amd/vulkan/radv_meta_resolve_fs.c +++ b/src/amd/vulkan/radv_meta_resolve_fs.c @@ -463,6 +463,14 @@ void radv_meta_resolve_fragment_image(struct radv_cmd_buffer *cmd_buffer, radv_decompress_resolve_src(cmd_buffer, src_image, src_image_layout, region_count, regions);+ if (!device->meta_state.resolve_fragment.rc[samples_log2].render_pass[fs_key][dst_layout]) {+ VkResult ret = create_resolve_pipeline(device, samples_log2, radv_fs_key_format_exemplars[fs_key]); + if (ret != VK_SUCCESS) { + cmd_buffer->record_result = ret; + return; + } + } + rp = device->meta_state.resolve_fragment.rc[samples_log2].render_pass[fs_key][dst_layout];radv_meta_save(&saved_state, cmd_buffer,
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