nvk: Ensure we have nvkmd before shader upload
This is to allow us later to create a VkDevice without having to touch the kernel for VkDevice objects without VkQueues used for things like shader compilation. Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35804>
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@@ -909,10 +909,12 @@ nvk_compile_shader(struct nvk_device *dev,
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return result;
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}
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result = nvk_shader_upload(dev, shader);
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if (result != VK_SUCCESS) {
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nvk_shader_destroy(&dev->vk, &shader->vk, pAllocator);
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return result;
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if (dev->nvkmd) {
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result = nvk_shader_upload(dev, shader);
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if (result != VK_SUCCESS) {
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nvk_shader_destroy(&dev->vk, &shader->vk, pAllocator);
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return result;
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}
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}
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if (info->stage == MESA_SHADER_FRAGMENT) {
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@@ -923,7 +925,7 @@ nvk_compile_shader(struct nvk_device *dev,
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}
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}
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if (info->stage != MESA_SHADER_COMPUTE) {
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if (info->stage != MESA_SHADER_COMPUTE && dev->nvkmd) {
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result = nvk_shader_fill_push(dev, shader, pAllocator);
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if (result != VK_SUCCESS) {
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nvk_shader_destroy(&dev->vk, &shader->vk, pAllocator);
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@@ -1062,13 +1064,15 @@ nvk_deserialize_shader(struct vk_device *vk_dev,
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return vk_error(dev, VK_ERROR_INCOMPATIBLE_SHADER_BINARY_EXT);
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}
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result = nvk_shader_upload(dev, shader);
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if (result != VK_SUCCESS) {
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nvk_shader_destroy(&dev->vk, &shader->vk, pAllocator);
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return result;
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if (dev->nvkmd) {
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result = nvk_shader_upload(dev, shader);
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if (result != VK_SUCCESS) {
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nvk_shader_destroy(&dev->vk, &shader->vk, pAllocator);
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return result;
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}
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}
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if (info.stage != MESA_SHADER_COMPUTE) {
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if (info.stage != MESA_SHADER_COMPUTE && dev->nvkmd) {
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result = nvk_shader_fill_push(dev, shader, pAllocator);
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if (result != VK_SUCCESS) {
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nvk_shader_destroy(&dev->vk, &shader->vk, pAllocator);
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