zink: handle inline uniforms during first-time shader generation
this is unlikely but possible
Fixes: a0e69e7601
("zink: split out first-time shader module creation")
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18786>
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6df9bcaa10
@@ -298,6 +298,8 @@ generate_gfx_program_modules(struct zink_context *ctx, struct zink_screen *scree
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screen->driconf.inline_uniforms, screen->info.have_EXT_non_seamless_cube_map);
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state->modules[i] = zm->shader;
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prog->modules[i] = zm;
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if (zm->num_uniforms)
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prog->inline_variants |= BITFIELD_BIT(i);
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default_variants &= zm->default_variant;
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variant_hash ^= prog->modules[i]->hash;
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}
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