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zink: store shader to ntv_context
it's insane the gymnastics that have to be done because this wasn't stored Reviewed-by: Dave Airlie <airlied@redhat.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15224>
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@ -43,6 +43,7 @@ struct ntv_context {
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bool explicit_lod; //whether to set lod=0 for texture()
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struct spirv_builder builder;
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nir_shader *nir;
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struct hash_table *glsl_types;
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struct hash_table *bo_types;
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@ -3698,6 +3699,7 @@ nir_to_spirv(struct nir_shader *s, const struct zink_shader_info *sinfo, uint32_
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struct ntv_context ctx = {0};
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ctx.mem_ctx = ralloc_context(NULL);
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ctx.nir = s;
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ctx.builder.mem_ctx = ctx.mem_ctx;
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assert(spirv_version >= SPIRV_VERSION(1, 0));
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ctx.spirv_1_4_interfaces = spirv_version >= SPIRV_VERSION(1, 4);
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