zink: be explicit about separate shader dsl indexing during creation
this fixes a minor issue where a fs without a vs dsl would have the wrong
index
Fixes: e3b746e3a3 ("zink: use GPL to handle (simple) separate shader objects")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22269>
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Marge Bot
parent
b0cdd5a1d2
commit
09320705f0
@@ -1175,12 +1175,12 @@ create_gfx_program_separable(struct zink_context *ctx, struct zink_shader **stag
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if (prog->shaders[MESA_SHADER_VERTEX]->precompile.dsl) {
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prog->base.dd.binding_usage |= BITFIELD_BIT(0);
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prog->base.dsl[prog->base.num_dsl] = prog->shaders[MESA_SHADER_VERTEX]->precompile.dsl;
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prog->base.num_dsl++;
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prog->base.dsl[0] = prog->shaders[MESA_SHADER_VERTEX]->precompile.dsl;
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prog->base.num_dsl = 1;
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}
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if (prog->shaders[MESA_SHADER_FRAGMENT]->precompile.dsl) {
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prog->base.dd.binding_usage |= BITFIELD_BIT(1);
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prog->base.dsl[prog->base.num_dsl] = prog->shaders[MESA_SHADER_FRAGMENT]->precompile.dsl;
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prog->base.dsl[1] = prog->shaders[MESA_SHADER_FRAGMENT]->precompile.dsl;
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/* guarantee a null dsl if vs doesn't have descriptors */
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prog->base.num_dsl = 2;
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}
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