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>
This commit is contained in:
Mike Blumenkrantz
2022-09-01 13:33:44 -04:00
committed by Marge Bot
parent 7a489593d0
commit 6df9bcaa10

View File

@@ -298,6 +298,8 @@ generate_gfx_program_modules(struct zink_context *ctx, struct zink_screen *scree
screen->driconf.inline_uniforms, screen->info.have_EXT_non_seamless_cube_map);
state->modules[i] = zm->shader;
prog->modules[i] = zm;
if (zm->num_uniforms)
prog->inline_variants |= BITFIELD_BIT(i);
default_variants &= zm->default_variant;
variant_hash ^= prog->modules[i]->hash;
}