radv: do not keep executable info when compiling shaders for ESO
This is completely useless and it's wasting memory. Cc: mesa-stable Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31345>
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@@ -183,7 +183,7 @@ radv_shader_object_init_graphics(struct radv_shader_object *shader_obj, struct r
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struct radv_shader *shaders[MESA_VULKAN_SHADER_STAGES] = {NULL};
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struct radv_shader_binary *binaries[MESA_VULKAN_SHADER_STAGES] = {NULL};
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radv_graphics_shaders_compile(device, NULL, stages, &gfx_state, true, false, false, NULL, false, shaders,
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radv_graphics_shaders_compile(device, NULL, stages, &gfx_state, false, false, false, NULL, false, shaders,
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binaries, &shader_obj->gs.copy_shader, &shader_obj->gs.copy_binary);
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shader = shaders[stage];
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@@ -202,7 +202,7 @@ radv_shader_object_init_graphics(struct radv_shader_object *shader_obj, struct r
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radv_shader_stage_init(pCreateInfo, &stages[stage]);
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stages[stage].next_stage = next_stage;
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radv_graphics_shaders_compile(device, NULL, stages, &gfx_state, true, false, false, NULL, false, shaders,
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radv_graphics_shaders_compile(device, NULL, stages, &gfx_state, false, false, false, NULL, false, shaders,
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binaries, &shader_obj->gs.copy_shader, &shader_obj->gs.copy_binary);
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shader = shaders[stage];
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@@ -248,7 +248,7 @@ radv_shader_object_init_compute(struct radv_shader_object *shader_obj, struct ra
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radv_shader_stage_init(pCreateInfo, &stage);
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struct radv_shader *cs_shader = radv_compile_cs(device, NULL, &stage, true, false, false, &cs_binary);
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struct radv_shader *cs_shader = radv_compile_cs(device, NULL, &stage, false, false, false, &cs_binary);
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ralloc_free(stage.nir);
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@@ -509,7 +509,7 @@ radv_shader_object_create_linked(VkDevice _device, uint32_t createInfoCount, con
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struct radv_shader *gs_copy_shader = NULL;
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struct radv_shader_binary *gs_copy_binary = NULL;
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radv_graphics_shaders_compile(device, NULL, stages, &gfx_state, true, false, false, NULL, false, shaders, binaries,
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radv_graphics_shaders_compile(device, NULL, stages, &gfx_state, false, false, false, NULL, false, shaders, binaries,
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&gs_copy_shader, &gs_copy_binary);
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for (unsigned i = 0; i < createInfoCount; i++) {
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