lavapipe: refactor/consolidate GPL shader copying
this is easier to read/modify also add asserts for members that should be null Reviewed-by: Brian Paul <brianp@vmware.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22352>
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@@ -774,6 +774,16 @@ merge_layouts(struct vk_device *device, struct lvp_pipeline *dst, struct lvp_pip
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dst->layout->push_constant_stages |= src->push_constant_stages;
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}
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static void
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copy_shader_sanitized(struct lvp_shader *dst, const struct lvp_shader *src)
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{
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*dst = *src;
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dst->pipeline_nir = NULL; //this gets handled later
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dst->tess_ccw = NULL; //this gets handled later
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assert(!dst->shader_cso);
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assert(!dst->tess_ccw_cso);
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}
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static VkResult
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lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
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struct lvp_device *device,
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@@ -824,17 +834,12 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
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pipeline->disable_multisample = p->disable_multisample;
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pipeline->line_rectangular = p->line_rectangular;
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pipeline->last_vertex = p->last_vertex;
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memcpy(pipeline->shaders, p->shaders, sizeof(struct lvp_shader) * 4);
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for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++) {
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pipeline->shaders[i].pipeline_nir = NULL; //this gets handled later
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pipeline->shaders[i].tess_ccw = NULL; //this gets handled later
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}
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for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++)
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copy_shader_sanitized(&pipeline->shaders[i], &p->shaders[i]);
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}
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if (p->stages & VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT) {
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pipeline->force_min_sample = p->force_min_sample;
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memcpy(&pipeline->shaders[MESA_SHADER_FRAGMENT], &p->shaders[MESA_SHADER_FRAGMENT], sizeof(struct lvp_shader));
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pipeline->shaders[MESA_SHADER_FRAGMENT].pipeline_nir = NULL; //this gets handled later
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pipeline->shaders[MESA_SHADER_FRAGMENT].tess_ccw = NULL; //this gets handled later
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copy_shader_sanitized(&pipeline->shaders[MESA_SHADER_FRAGMENT], &p->shaders[MESA_SHADER_FRAGMENT]);
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}
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if (p->stages & layout_stages) {
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if (!layout || (layout->vk.create_flags & VK_PIPELINE_LAYOUT_CREATE_INDEPENDENT_SETS_BIT_EXT))
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