radv: Don't re-use entry_point pointer from spirv_to_nir
Replace its uses with checking for is_entrypoint and calling nir_shader_get_entrypoint(). This is a preparation to change spirv_to_nir() return type. Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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@@ -210,7 +210,6 @@ radv_shader_compile_to_nir(struct radv_device *device,
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const struct radv_pipeline_layout *layout)
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{
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nir_shader *nir;
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nir_function *entry_point;
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if (module->nir) {
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/* Some things such as our meta clear/blit code will give us a NIR
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* shader directly. In that case, we just ignore the SPIR-V entirely
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@@ -220,8 +219,6 @@ radv_shader_compile_to_nir(struct radv_device *device,
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nir_validate_shader(nir, "in internal shader");
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assert(exec_list_length(&nir->functions) == 1);
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struct exec_node *node = exec_list_get_head(&nir->functions);
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entry_point = exec_node_data(nir_function, node, node);
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} else {
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uint32_t *spirv = (uint32_t *) module->data;
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assert(module->size % 4 == 0);
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@@ -290,7 +287,7 @@ radv_shader_compile_to_nir(struct radv_device *device,
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.push_const_addr_format = nir_address_format_logical,
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.shared_addr_format = nir_address_format_32bit_offset,
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};
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entry_point = spirv_to_nir(spirv, module->size / 4,
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nir_function *entry_point = spirv_to_nir(spirv, module->size / 4,
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spec_entries, num_spec_entries,
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stage, entrypoint_name,
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&spirv_options, &nir_options);
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@@ -311,11 +308,12 @@ radv_shader_compile_to_nir(struct radv_device *device,
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/* Pick off the single entrypoint that we want */
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foreach_list_typed_safe(nir_function, func, node, &nir->functions) {
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if (func != entry_point)
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if (func->is_entrypoint)
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func->name = ralloc_strdup(func, "main");
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else
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exec_node_remove(&func->node);
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}
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assert(exec_list_length(&nir->functions) == 1);
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entry_point->name = ralloc_strdup(entry_point, "main");
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/* Make sure we lower constant initializers on output variables so that
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* nir_remove_dead_variables below sees the corresponding stores
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@@ -344,7 +342,7 @@ radv_shader_compile_to_nir(struct radv_device *device,
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/* Vulkan uses the separate-shader linking model */
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nir->info.separate_shader = true;
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nir_shader_gather_info(nir, entry_point->impl);
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nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
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static const nir_lower_tex_options tex_options = {
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.lower_txp = ~0,
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