zink: use a more standardized loop for initing separate shader program descriptors

this should be identical to previous behavior

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22671>
This commit is contained in:
Mike Blumenkrantz 2023-04-03 12:38:08 -04:00 committed by Marge Bot
parent 01694e5bf3
commit 0d448d441c

View file

@ -1193,18 +1193,17 @@ create_gfx_program_separable(struct zink_context *ctx, struct zink_shader **stag
}
}
if (prog->shaders[MESA_SHADER_VERTEX]->precompile.dsl) {
prog->base.dd.binding_usage |= BITFIELD_BIT(0);
prog->base.dsl[0] = prog->shaders[MESA_SHADER_VERTEX]->precompile.dsl;
prog->base.num_dsl = 1;
for (int i = 0; i < ZINK_GFX_SHADER_COUNT; ++i) {
if (!prog->shaders[i] || !prog->shaders[i]->precompile.dsl)
continue;
int idx = !i ? 0 : 1;
prog->base.dd.binding_usage |= BITFIELD_BIT(idx);
prog->base.dsl[idx] = prog->shaders[i]->precompile.dsl;
/* guarantee a null dsl if previous stages don't have descriptors */
if (prog->shaders[i]->precompile.dsl)
prog->base.num_dsl = idx + 1;
prog->base.dd.bindless |= prog->shaders[i]->bindless;
}
if (prog->shaders[MESA_SHADER_FRAGMENT]->precompile.dsl) {
prog->base.dd.binding_usage |= BITFIELD_BIT(1);
prog->base.dsl[1] = prog->shaders[MESA_SHADER_FRAGMENT]->precompile.dsl;
/* guarantee a null dsl if vs doesn't have descriptors */
prog->base.num_dsl = 2;
}
prog->base.dd.bindless = prog->shaders[MESA_SHADER_VERTEX]->bindless | prog->shaders[MESA_SHADER_FRAGMENT]->bindless;
if (prog->base.dd.bindless) {
prog->base.num_dsl = screen->compact_descriptors ? ZINK_DESCRIPTOR_ALL_TYPES - ZINK_DESCRIPTOR_COMPACT : ZINK_DESCRIPTOR_ALL_TYPES;
prog->base.dsl[screen->desc_set_id[ZINK_DESCRIPTOR_BINDLESS]] = screen->bindless_layout;