radv/null_device: don't attempt to upload shaders

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37525>
This commit is contained in:
Daniel Schürmann 2025-09-19 17:50:37 +02:00 committed by Marge Bot
parent 6c2d614412
commit 4ad9fb9d2e
2 changed files with 13 additions and 4 deletions

View file

@ -156,8 +156,7 @@ radv_sqtt_reloc_graphics_shaders(struct radv_device *device, struct radv_graphic
return VK_SUCCESS;
fail:
if (reloc->alloc)
radv_free_shader_memory(device, reloc->alloc);
radv_free_shader_memory(device, reloc->alloc);
free(reloc);
return result;
}

View file

@ -1253,6 +1253,9 @@ get_hole(struct radv_shader_arena *arena, struct list_head *head)
void
radv_free_shader_memory(struct radv_device *device, union radv_shader_arena_block *alloc)
{
if (!alloc)
return;
mtx_lock(&device->shader_arena_mutex);
union radv_shader_arena_block *hole_prev = get_hole(alloc->arena, alloc->list.prev);
@ -2860,6 +2863,11 @@ radv_shader_create_uncached(struct radv_device *device, const struct radv_shader
}
}
if (radv_device_physical(device)->info.family_overridden) {
*out_shader = shader;
return VK_SUCCESS;
}
if (replay_block) {
shader->alloc = radv_replay_shader_arena_block(device, replay_block, shader);
if (!shader->alloc) {
@ -2962,6 +2970,9 @@ radv_shader_part_create(struct radv_device *device, struct radv_shader_part_bina
shader_part->cb_shader_mask = binary->info.cb_shader_mask;
shader_part->spi_shader_z_format = binary->info.spi_shader_z_format;
if (radv_device_physical(device)->info.family_overridden)
return shader_part;
/* Allocate memory and upload. */
shader_part->alloc = radv_alloc_shader_memory(device, shader_part->code_size, false, NULL);
if (!shader_part->alloc)
@ -3562,8 +3573,7 @@ radv_shader_part_destroy(struct radv_device *device, struct radv_shader_part *sh
radv_shader_wait_for_upload(device, shader_part->upload_seq);
}
if (shader_part->alloc)
radv_free_shader_memory(device, shader_part->alloc);
radv_free_shader_memory(device, shader_part->alloc);
free(shader_part->disasm_string);
free(shader_part);
}