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anv: Remove FS executables when applying the null FS optimization
If the executables are still hanging out, anv_GetPipelineExecutableStatisticsKHR will try to dereference NULL pointers in pipeline->shaders[MESA_SHADER_FRAGMENT]. At least in terms of fossil-db output, this matches the behavior from before73b3efcd59. Fixes:73b3efcd59("anv: Handle the null FS optimization after compiling shaders") Closes: #6590 Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16898> (cherry picked from commit65d6708bc3)
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2 changed files with 20 additions and 1 deletions
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@ -1147,7 +1147,7 @@
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"description": "anv: Remove FS executables when applying the null FS optimization",
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"nominated": true,
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"nomination_type": 1,
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"resolution": 0,
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"resolution": 1,
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"main_sha": null,
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"because_sha": "73b3efcd59ade6b9dc8c4cce994d7fbe5c1f0cac"
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},
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@ -1868,6 +1868,25 @@ done:
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anv_shader_bin_unref(pipeline->base.device, fs);
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pipeline->shaders[MESA_SHADER_FRAGMENT] = NULL;
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pipeline->active_stages &= ~VK_SHADER_STAGE_FRAGMENT_BIT;
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/* The per-SIMD size fragment shaders should be last in the
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* executables array. Remove all of them.
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*/
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ASSERTED unsigned removed = 0;
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util_dynarray_foreach_reverse(&pipeline->base.executables,
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struct anv_pipeline_executable,
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tail) {
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/* There must be at least one fragment shader. */
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assert(removed > 0 || tail->stage == MESA_SHADER_FRAGMENT);
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if (tail->stage != MESA_SHADER_FRAGMENT)
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break;
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(void) util_dynarray_pop(&pipeline->base.executables,
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struct anv_pipeline_executable);
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removed++;
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}
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}
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}
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