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radeonsi: don't check sel->nir in si_init_shader_selector_async
It's always non-NULL. Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34492>
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1 changed files with 20 additions and 25 deletions
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@ -3400,21 +3400,20 @@ static void si_init_shader_selector_async(void *job, void *gdata, int thread_ind
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/* Serialize NIR to save memory. Monolithic shader variants
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* have to deserialize NIR before compilation.
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*/
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if (sel->nir) {
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struct blob blob;
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size_t size;
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struct blob blob;
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size_t size;
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assert(sel->nir);
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blob_init(&blob);
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/* true = remove optional debugging data to increase
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* the likehood of getting more shader cache hits.
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* It also drops variable names, so we'll save more memory.
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* If NIR debug prints are used we don't strip to get more
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* useful logs.
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*/
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nir_serialize(&blob, sel->nir, NIR_DEBUG(PRINT) == 0);
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blob_finish_get_buffer(&blob, &sel->nir_binary, &size);
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sel->nir_size = size;
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}
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blob_init(&blob);
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/* true = remove optional debugging data to increase
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* the likehood of getting more shader cache hits.
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* It also drops variable names, so we'll save more memory.
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* If NIR debug prints are used we don't strip to get more
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* useful logs.
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*/
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nir_serialize(&blob, sel->nir, NIR_DEBUG(PRINT) == 0);
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blob_finish_get_buffer(&blob, &sel->nir_binary, &size);
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sel->nir_size = size;
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/* Compile the main shader part for use with a prolog and/or epilog.
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* If this fails, the driver will try to compile a monolithic shader
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@ -3449,13 +3448,11 @@ static void si_init_shader_selector_async(void *job, void *gdata, int thread_ind
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shader->wave_size = si_determine_wave_size(sscreen, shader);
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if (sel->nir) {
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if (sel->stage <= MESA_SHADER_GEOMETRY) {
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si_get_ir_cache_key(sel, shader->key.ge.as_ngg, shader->key.ge.as_es,
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shader->wave_size, ir_sha1_cache_key);
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} else {
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si_get_ir_cache_key(sel, false, false, shader->wave_size, ir_sha1_cache_key);
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}
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if (sel->stage <= MESA_SHADER_GEOMETRY) {
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si_get_ir_cache_key(sel, shader->key.ge.as_ngg, shader->key.ge.as_es,
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shader->wave_size, ir_sha1_cache_key);
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} else {
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si_get_ir_cache_key(sel, false, false, shader->wave_size, ir_sha1_cache_key);
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}
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/* Try to load the shader from the shader cache. */
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@ -3524,10 +3521,8 @@ static void si_init_shader_selector_async(void *job, void *gdata, int thread_ind
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}
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/* Free NIR. We only keep serialized NIR after this point. */
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if (sel->nir) {
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ralloc_free(sel->nir);
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sel->nir = NULL;
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}
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ralloc_free(sel->nir);
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sel->nir = NULL;
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}
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void si_schedule_initial_compile(struct si_context *sctx, gl_shader_stage stage,
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