#include <assert.h>
#include <string.h>
-#include "compiler/blob.h"
#include "compiler/nir/nir.h"
+#include "util/blob.h"
#include "util/build_id.h"
#include "util/disk_cache.h"
#include "util/mesa-sha1.h"
uint32_t prog_key_size,
cache_key cache_key)
{
- gl_shader_stage stage = ish->nir->info.stage;
-
/* Create a copy of the program key with program_string_id zeroed out.
* It's essentially random data which we don't want to include in our
* hashing and comparisons. We'll set a proper value on a cache hit.
*/
union brw_any_prog_key prog_key;
memcpy(&prog_key, orig_prog_key, prog_key_size);
- brw_prog_key_set_id(&prog_key, stage, 0);
+ prog_key.base.program_string_id = 0;
uint8_t data[sizeof(prog_key) + sizeof(ish->nir_sha1)];
uint32_t data_size = prog_key_size + sizeof(ish->nir_sha1);
stage == MESA_SHADER_TESS_EVAL ||
stage == MESA_SHADER_GEOMETRY) {
struct brw_vue_prog_data *vue_prog_data = (void *) prog_data;
- so_decls = ice->vtbl.create_so_decl_list(&ish->stream_output,
+ so_decls = screen->vtbl.create_so_decl_list(&ish->stream_output,
&vue_prog_data->vue_map);
}
* needed, the constant buffer 0 will be needed, so account for it.
*/
unsigned num_cbufs = ish->nir->info.num_ubos;
- if (num_cbufs || num_system_values || ish->nir->num_uniforms)
+
+ if (num_cbufs || ish->nir->num_uniforms)
+ num_cbufs++;
+
+ if (num_system_values)
num_cbufs++;
/* Upload our newly read shader to the in-memory program cache and
* return it to the caller.
*/
- return iris_upload_shader(ice, stage, key_size, prog_key, assembly,
- prog_data, so_decls, system_values,
- num_system_values, num_cbufs, &bt);
+ struct iris_compiled_shader *shader =
+ iris_upload_shader(ice, stage, key_size, prog_key, assembly,
+ prog_data, so_decls, system_values,
+ num_system_values, num_cbufs, &bt);
+
+ free(buffer);
+
+ return shader;
#else
return NULL;
#endif