lavapipe: Avoid lowering shaders twice

Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9726
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24956>
This commit is contained in:
Konstantin Seurer 2023-08-30 16:31:21 +02:00 committed by Marge Bot
parent 55e348b879
commit 3d0ed8bb26

View file

@ -382,7 +382,7 @@ lvp_ycbcr_conversion_lookup(const void *data, uint32_t set, uint32_t binding, ui
/* pipeline is NULL for shader objects. */
static void
lvp_shader_lower(struct lvp_device *pdevice, struct lvp_pipeline *pipeline, nir_shader *nir, struct lvp_shader *shader, struct lvp_pipeline_layout *layout)
lvp_shader_lower(struct lvp_device *pdevice, struct lvp_pipeline *pipeline, nir_shader *nir, struct lvp_pipeline_layout *layout)
{
if (nir->info.stage != MESA_SHADER_TESS_CTRL)
NIR_PASS_V(nir, remove_barriers, nir->info.stage == MESA_SHADER_COMPUTE || nir->info.stage == MESA_SHADER_MESH || nir->info.stage == MESA_SHADER_TASK);
@ -489,7 +489,11 @@ lvp_shader_lower(struct lvp_device *pdevice, struct lvp_pipeline *pipeline, nir_
}
nir_assign_io_var_locations(nir, nir_var_shader_out, &nir->num_outputs,
nir->info.stage);
}
static void
lvp_shader_init(struct lvp_shader *shader, nir_shader *nir)
{
nir_function_impl *impl = nir_shader_get_entrypoint(nir);
if (impl->ssa_alloc > 100) //skip for small shaders
shader->inlines.must_inline = lvp_find_inlinable_uniforms(shader, nir);
@ -508,8 +512,10 @@ lvp_shader_compile_to_ir(struct lvp_pipeline *pipeline,
struct lvp_shader *shader = &pipeline->shaders[stage];
nir_shader *nir;
VkResult result = compile_spirv(pdevice, sinfo, &nir);
if (result == VK_SUCCESS)
lvp_shader_lower(pdevice, pipeline, nir, shader, pipeline->layout);
if (result == VK_SUCCESS) {
lvp_shader_lower(pdevice, pipeline, nir, pipeline->layout);
lvp_shader_init(shader, nir);
}
return result;
}
@ -1286,7 +1292,12 @@ create_shader_object(struct lvp_device *device, const VkShaderCreateInfoEXT *pCr
pCreateInfo->pPushConstantRanges,
};
shader->layout = lvp_pipeline_layout_create(device, &pci, pAllocator);
lvp_shader_lower(device, NULL, nir, shader, shader->layout);
if (pCreateInfo->codeType == VK_SHADER_CODE_TYPE_SPIRV_EXT)
lvp_shader_lower(device, NULL, nir, shader->layout);
lvp_shader_init(shader, nir);
lvp_shader_xfb_init(shader);
if (stage == MESA_SHADER_TESS_EVAL) {
/* spec requires that all tess modes are set in both shaders */