{
for (unsigned i = 0; i < MESA_SHADER_FRAGMENT;) {
- nir_shader *producer = shaders[i]->nir;
+ nir_shader *producer = prog->nir[i];
for (unsigned j = i + 1; j < ZINK_GFX_SHADER_COUNT; i++, j++) {
struct zink_shader *consumer = shaders[j];
if (!consumer)
continue;
- if (!prog->nir[producer->info.stage])
- prog->nir[producer->info.stage] = nir_shader_clone(prog, producer);
- if (!prog->nir[j])
- prog->nir[j] = nir_shader_clone(prog, consumer->nir);
zink_compiler_assign_io(screen, prog->nir[producer->info.stage], prog->nir[j]);
i = j;
break;
prog->stages_present |= BITFIELD_BIT(i);
prog->optimal_keys &= !prog->shaders[i]->non_fs.is_generated;
prog->needs_inlining |= prog->shaders[i]->needs_inlining;
+ prog->nir[i] = nir_shader_clone(NULL, stages[i]->nir);
}
}
if (stages[MESA_SHADER_TESS_EVAL] && !stages[MESA_SHADER_TESS_CTRL]) {
nir_shader *nir;
prog->shaders[MESA_SHADER_TESS_EVAL]->non_fs.generated_tcs =
prog->shaders[MESA_SHADER_TESS_CTRL] =
- zink_shader_tcs_create(screen, stages[MESA_SHADER_VERTEX]->nir, vertices_per_patch, &nir);
+ zink_shader_tcs_create(screen, prog->nir[MESA_SHADER_VERTEX], vertices_per_patch, &nir);
+ prog->nir[MESA_SHADER_TESS_CTRL] = nir_shader_clone(NULL, nir);
prog->stages_present |= BITFIELD_BIT(MESA_SHADER_TESS_CTRL);
}
prog->stages_remaining = prog->stages_present;