This prevents an infinite recursion with a compute-based DCC decompression
when it restores shader images.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4761>
res = si_resource(view->resource);
res = si_resource(view->resource);
- if (&images->views[slot] != view)
- util_copy_image_view(&images->views[slot], view);
-
si_set_shader_image_desc(ctx, view, skip_decompress, descs->list + si_get_image_slot(slot) * 8,
descs->list + si_get_image_slot(slot + SI_NUM_IMAGES) * 8);
si_set_shader_image_desc(ctx, view, skip_decompress, descs->list + si_get_image_slot(slot) * 8,
descs->list + si_get_image_slot(slot + SI_NUM_IMAGES) * 8);
+ if (&images->views[slot] != view)
+ util_copy_image_view(&images->views[slot], view);
+
if (res->b.b.target == PIPE_BUFFER || view->shader_access & SI_IMAGE_ACCESS_AS_BUFFER) {
images->needs_color_decompress_mask &= ~(1 << slot);
res->bind_history |= PIPE_BIND_SHADER_IMAGE;
if (res->b.b.target == PIPE_BUFFER || view->shader_access & SI_IMAGE_ACCESS_AS_BUFFER) {
images->needs_color_decompress_mask &= ~(1 << slot);
res->bind_history |= PIPE_BIND_SHADER_IMAGE;