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brw: Don't spill_all on internal shaders
Basically all of the internal shaders (e.g., from blorp) will fail assertions if there is any scratch space used. Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37827>
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1 changed files with 2 additions and 1 deletions
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@ -1116,7 +1116,8 @@ brw_allocate_registers(brw_shader &s, bool allow_spilling)
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s.debug_optimizer(nir, "pre_register_allocate", 90, 90);
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bool spill_all = allow_spilling && INTEL_DEBUG(DEBUG_SPILL_FS);
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bool spill_all = allow_spilling && INTEL_DEBUG(DEBUG_SPILL_FS) &&
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!s.nir->info.internal;
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/* Before we schedule anything, stash off the instruction order as an array
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* of brw_inst *. This way, we can reset it between scheduling passes to
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