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>
This commit is contained in:
Ian Romanick 2025-11-17 15:56:47 -08:00 committed by Marge Bot
parent e3328dfa2f
commit 042417a72e

View file

@ -1116,7 +1116,8 @@ brw_allocate_registers(brw_shader &s, bool allow_spilling)
s.debug_optimizer(nir, "pre_register_allocate", 90, 90);
bool spill_all = allow_spilling && INTEL_DEBUG(DEBUG_SPILL_FS);
bool spill_all = allow_spilling && INTEL_DEBUG(DEBUG_SPILL_FS) &&
!s.nir->info.internal;
/* Before we schedule anything, stash off the instruction order as an array
* of brw_inst *. This way, we can reset it between scheduling passes to