zink: better handle separate shader dsl creation when no bindings exist

this otherwise underflows the array and provides a (probably huge) garbage
value for the binding id, which then causes the driver to massively overallocate
both the layout and set/pool/buffer

the main result of this is that on radv any simple test that should be near-instant
takes 2-3 seconds to execute, which somehow nobody noticed

Fixes: e3b746e3a3 ("zink: use GPL to handle (simple) separate shader objects")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24501>
This commit is contained in:
Mike Blumenkrantz 2023-08-04 12:17:20 -04:00 committed by Marge Bot
parent 18214bf9ea
commit 652e87bc5d

View file

@ -676,9 +676,15 @@ void
zink_descriptor_shader_get_binding_offsets(const struct zink_shader *shader, unsigned *offsets)
{
offsets[ZINK_DESCRIPTOR_TYPE_UBO] = 0;
offsets[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] = shader->bindings[ZINK_DESCRIPTOR_TYPE_UBO][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_UBO] - 1].binding + 1;
offsets[ZINK_DESCRIPTOR_TYPE_SSBO] = offsets[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] + shader->bindings[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] - 1].binding + 1;
offsets[ZINK_DESCRIPTOR_TYPE_IMAGE] = offsets[ZINK_DESCRIPTOR_TYPE_SSBO] + shader->bindings[ZINK_DESCRIPTOR_TYPE_SSBO][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SSBO] - 1].binding + 1;
offsets[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] = (shader->num_bindings[ZINK_DESCRIPTOR_TYPE_UBO] ?
shader->bindings[ZINK_DESCRIPTOR_TYPE_UBO][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_UBO] - 1].binding + 1 :
1);
offsets[ZINK_DESCRIPTOR_TYPE_SSBO] = offsets[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] + (shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] ?
shader->bindings[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] - 1].binding + 1 :
1);
offsets[ZINK_DESCRIPTOR_TYPE_IMAGE] = offsets[ZINK_DESCRIPTOR_TYPE_SSBO] + (shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SSBO] ?
shader->bindings[ZINK_DESCRIPTOR_TYPE_SSBO][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SSBO] - 1].binding + 1 :
1);
}
void