From 19894bec1fdd85b394c71442854878db2a51ee71 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alejandro=20Pi=C3=B1eiro?= Date: Tue, 12 Oct 2021 23:33:43 +0200 Subject: [PATCH] v3dv/pipeline: don't clone the nir shader at pipeline_state_create_binning At that point we didn't call all the v3dv lowerings. So the reference nir shader used to call the v3d compiler could be different. Note that at that point the nir shader is only available for internal shaders (like gs multiview). This specifically affected multiview tests that wrote gl_PointSize, as the nir shader for the geometry shader were wrongly exposing per_vertex_point_size as false, as we were basing our check on the nir_shader_info, and that was gathered calling nir_shader_gather_info at pipeline_lower_nir. Reviewed-by: Iago Toral Quiroga Part-of: --- src/broadcom/ci/deqp-v3dv-rpi4-fails.txt | 27 ------------------------ src/broadcom/vulkan/v3dv_pipeline.c | 6 +++++- 2 files changed, 5 insertions(+), 28 deletions(-) diff --git a/src/broadcom/ci/deqp-v3dv-rpi4-fails.txt b/src/broadcom/ci/deqp-v3dv-rpi4-fails.txt index 7898bc2a2d1..6379afbe3df 100644 --- a/src/broadcom/ci/deqp-v3dv-rpi4-fails.txt +++ b/src/broadcom/ci/deqp-v3dv-rpi4-fails.txt @@ -3,30 +3,3 @@ dEQP-VK.geometry.input.basic_primitive.line_strip_adjacency,Fail # CTS bug; fix submitted dEQP-VK.spirv_assembly.instruction.graphics.variable_pointers.graphics.writes_single_buffer_geom,Fail - -# Multiview doesn't work with points -dEQP-VK.multiview.point_size.15,Fail -dEQP-VK.multiview.point_size.8,Fail -dEQP-VK.multiview.point_size.1_2_4_8,Fail -dEQP-VK.multiview.point_size.15_15_15_15,Fail -dEQP-VK.multiview.point_size.8_1_1_8,Fail -dEQP-VK.multiview.point_size.5_10_5_10,Fail -dEQP-VK.multiview.point_size.1_2_4_8_16_32,Fail -dEQP-VK.multiview.point_size.max_multi_view_view_count,Fail - -dEQP-VK.draw.instanced.draw_vk_primitive_topology_point_list_attrib_divisor_1_multiview,Fail -dEQP-VK.draw.instanced.draw_vk_primitive_topology_point_list_attrib_divisor_2_multiview,Fail -dEQP-VK.draw.instanced.draw_vk_primitive_topology_point_list_attrib_divisor_4_multiview,Fail -dEQP-VK.draw.instanced.draw_vk_primitive_topology_point_list_attrib_divisor_20_multiview,Fail -dEQP-VK.draw.instanced.draw_indexed_vk_primitive_topology_point_list_attrib_divisor_1_multiview,Fail -dEQP-VK.draw.instanced.draw_indexed_vk_primitive_topology_point_list_attrib_divisor_2_multiview,Fail -dEQP-VK.draw.instanced.draw_indexed_vk_primitive_topology_point_list_attrib_divisor_4_multiview,Fail -dEQP-VK.draw.instanced.draw_indexed_vk_primitive_topology_point_list_attrib_divisor_20_multiview,Fail -dEQP-VK.draw.instanced.draw_indirect_vk_primitive_topology_point_list_attrib_divisor_1_multiview,Fail -dEQP-VK.draw.instanced.draw_indirect_vk_primitive_topology_point_list_attrib_divisor_2_multiview,Fail -dEQP-VK.draw.instanced.draw_indirect_vk_primitive_topology_point_list_attrib_divisor_4_multiview,Fail -dEQP-VK.draw.instanced.draw_indirect_vk_primitive_topology_point_list_attrib_divisor_20_multiview,Fail -dEQP-VK.draw.instanced.draw_indexed_indirect_vk_primitive_topology_point_list_attrib_divisor_1_multiview,Fail -dEQP-VK.draw.instanced.draw_indexed_indirect_vk_primitive_topology_point_list_attrib_divisor_2_multiview,Fail -dEQP-VK.draw.instanced.draw_indexed_indirect_vk_primitive_topology_point_list_attrib_divisor_4_multiview,Fail -dEQP-VK.draw.instanced.draw_indexed_indirect_vk_primitive_topology_point_list_attrib_divisor_20_multiview,Fail diff --git a/src/broadcom/vulkan/v3dv_pipeline.c b/src/broadcom/vulkan/v3dv_pipeline.c index 85932f399cd..daa6c75501b 100644 --- a/src/broadcom/vulkan/v3dv_pipeline.c +++ b/src/broadcom/vulkan/v3dv_pipeline.c @@ -1412,7 +1412,11 @@ pipeline_stage_create_binning(const struct v3dv_pipeline_stage *src, p_stage->stage = bin_stage; p_stage->entrypoint = src->entrypoint; p_stage->module = src->module; - p_stage->nir = src->nir ? nir_shader_clone(NULL, src->nir) : NULL; + /* For binning shaders we will clone the NIR code from the corresponding + * render shader later, when we call pipeline_compile_xxx_shader. This way + * we only have to run the relevant NIR lowerings once for render shaders + */ + p_stage->nir = NULL; p_stage->spec_info = src->spec_info; p_stage->feedback = (VkPipelineCreationFeedbackEXT) { 0 }; memcpy(p_stage->shader_sha1, src->shader_sha1, 20);