unsigned char sha1[20];
anv_pipeline_hash_graphics(pipeline, layout, stages, sha1);
+ unsigned found = 0;
for (unsigned s = 0; s < MESA_SHADER_STAGES; s++) {
if (!stages[s].entrypoint)
continue;
anv_device_search_for_kernel(pipeline->device, cache,
&stages[s].cache_key,
sizeof(stages[s].cache_key));
- if (bin)
+ if (bin) {
+ found++;
pipeline->shaders[s] = bin;
+ }
+ }
+
+ if (found == __builtin_popcount(pipeline->active_stages)) {
+ /* We found all our shaders in the cache. We're done. */
+ return VK_SUCCESS;
+ } else if (found > 0) {
+ /* We found some but not all of our shaders. This shouldn't happen
+ * most of the time but it can if we have a partially populated
+ * pipeline cache.
+ */
+ assert(found < __builtin_popcount(pipeline->active_stages));
+
+ vk_debug_report(&pipeline->device->instance->debug_report_callbacks,
+ VK_DEBUG_REPORT_WARNING_BIT_EXT |
+ VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT,
+ VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_CACHE_EXT,
+ (uint64_t)(uintptr_t)cache,
+ 0, 0, "anv",
+ "Found a partial pipeline in the cache. This is "
+ "most likely caused by an incomplete pipeline cache "
+ "import or export");
+
+ /* We're going to have to recompile anyway, so just throw away our
+ * references to the shaders in the cache. We'll get them out of the
+ * cache again as part of the compilation process.
+ */
+ for (unsigned s = 0; s < MESA_SHADER_STAGES; s++) {
+ if (pipeline->shaders[s]) {
+ anv_shader_bin_unref(pipeline->device, pipeline->shaders[s]);
+ pipeline->shaders[s] = NULL;
+ }
+ }
}
for (unsigned s = 0; s < MESA_SHADER_STAGES; s++) {
continue;
assert(stages[s].stage == s);
-
- if (pipeline->shaders[s])
- continue;
+ assert(pipeline->shaders[s] == NULL);
switch (s) {
case MESA_SHADER_VERTEX: