Mesa (master): mesa/glspirv: Set separate_shader on shader_info

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Mon Aug 13 14:30:37 UTC 2018


Module: Mesa
Branch: master
Commit: a105c1e6e5a42e19b7aa083ec5d370a127cf7824
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=a105c1e6e5a42e19b7aa083ec5d370a127cf7824

Author: Neil Roberts <nroberts at igalia.com>
Date:   Mon Mar 26 17:12:41 2018 +0200

mesa/glspirv: Set separate_shader on shader_info

The value is copied from the gl_program. If we don’t do this then it
will get reset back to zero in brw_shader_gather_info. This isn’t a
problem for GLSL because in that case the nir_shader is initialised
with a copy of the shader_info from the gl_program.

Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>

---

 src/mesa/main/glspirv.c | 2 ++
 1 file changed, 2 insertions(+)

diff --git a/src/mesa/main/glspirv.c b/src/mesa/main/glspirv.c
index 5a2d6a4bb2..4fc80b7218 100644
--- a/src/mesa/main/glspirv.c
+++ b/src/mesa/main/glspirv.c
@@ -252,6 +252,8 @@ _mesa_spirv_to_nir(struct gl_context *ctx,
                       prog->Name);
    nir_validate_shader(nir);
 
+   nir->info.separate_shader = linked_shader->Program->info.separate_shader;
+
    /* We have to lower away local constant initializers right before we
     * inline functions.  That way they get properly initialized at the top
     * of the function and not at the top of its caller.




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