[Mesa-dev] [PATCH 6/6] radeonsi: fix issues with monolithic shaders

Marek Olšák maraeo at gmail.com
Sun Feb 19 16:27:47 UTC 2017


From: Marek Olšák <marek.olsak at amd.com>

R600_DEBUG=mono has had no effect since:

    commit 1fabb297177069e95ec1bb7053acb32f8ec3e092
    Author: Marek Olšák <marek.olsak at amd.com>
    Date:   Tue Feb 14 22:08:32 2017 +0100

    radeonsi: have separate LS and ES main shader parts in the shader selector

Also, this assertion was failing:
    si_state_shaders.c:1307: si_shader_select_with_key: Assertion
    `!shader->is_optimized' failed.
---
 src/gallium/drivers/radeonsi/si_state_shaders.c | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
index 727ff33..12ea20b 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -1235,20 +1235,21 @@ again:
 		return -ENOMEM;
 	}
 	shader->selector = sel;
 	shader->key = *key;
 	shader->compiler_ctx_state = *compiler_state;
 
 	/* Compile the main shader part if it doesn't exist. This can happen
 	 * if the initial guess was wrong. */
 	struct si_shader **mainp = si_get_main_shader_part(sel, key);
 	bool is_pure_monolithic =
+		sscreen->use_monolithic_shaders ||
 		memcmp(&key->mono, &zeroed.mono, sizeof(key->mono)) != 0;
 
 	if (!*mainp && !is_pure_monolithic) {
 		struct si_shader *main_part = CALLOC_STRUCT(si_shader);
 
 		if (!main_part) {
 			FREE(shader);
 			pipe_mutex_unlock(sel->mutex);
 			return -ENOMEM; /* skip the draw call */
 		}
@@ -1268,21 +1269,21 @@ again:
 		*mainp = main_part;
 	}
 
 	/* Monolithic-only shaders don't make a distinction between optimized
 	 * and unoptimized. */
 	shader->is_monolithic =
 		is_pure_monolithic ||
 		memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
 
 	shader->is_optimized =
-		!sscreen->use_monolithic_shaders &&
+		!is_pure_monolithic &&
 		memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
 	if (shader->is_optimized)
 		util_queue_fence_init(&shader->optimized_ready);
 
 	if (!sel->last_variant) {
 		sel->first_variant = shader;
 		sel->last_variant = shader;
 	} else {
 		sel->last_variant->next_variant = shader;
 		sel->last_variant = shader;
-- 
2.7.4



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