diff --git a/src/microsoft/vulkan/dzn_pipeline.c b/src/microsoft/vulkan/dzn_pipeline.c index 6869d9f92ea..0852a954f05 100644 --- a/src/microsoft/vulkan/dzn_pipeline.c +++ b/src/microsoft/vulkan/dzn_pipeline.c @@ -286,7 +286,6 @@ dzn_graphics_pipeline_compile_shaders(struct dzn_device *device, NULL : info->pViewportState; struct { const VkPipelineShaderStageCreateInfo *info; - nir_shader *nir; } stages[MESA_VULKAN_SHADER_STAGES] = { 0 }; gl_shader_stage yz_flip_stage = MESA_SHADER_NONE; uint32_t active_stage_mask = 0; @@ -377,7 +376,7 @@ dzn_graphics_pipeline_compile_shaders(struct dzn_device *device, yz_flip_mode, y_flip_mask, z_flip_mask, force_sample_rate_shading, vi_conversions, - &nir_opts, &stages[stage].nir); + &nir_opts, &pipeline->templates.shaders[stage].nir); if (ret != VK_SUCCESS) return ret; } @@ -391,18 +390,18 @@ dzn_graphics_pipeline_compile_shaders(struct dzn_device *device, link_mask &= ~BITFIELD_BIT(stage); gl_shader_stage prev_stage = util_last_bit(link_mask) - 1; - assert(stages[stage].nir); - dxil_spirv_nir_link(stages[stage].nir, + assert(pipeline->templates.shaders[stage].nir); + dxil_spirv_nir_link(pipeline->templates.shaders[stage].nir, prev_stage != MESA_SHADER_NONE ? - stages[prev_stage].nir : NULL); + pipeline->templates.shaders[prev_stage].nir : NULL); } - if (stages[MESA_SHADER_VERTEX].nir) { + if (pipeline->templates.shaders[MESA_SHADER_VERTEX].nir) { /* Now, declare one D3D12_INPUT_ELEMENT_DESC per VS input variable, so * we can handle location overlaps properly. */ unsigned drv_loc = 0; - nir_foreach_shader_in_variable(var, stages[MESA_SHADER_VERTEX].nir) { + nir_foreach_shader_in_variable(var, pipeline->templates.shaders[MESA_SHADER_VERTEX].nir) { assert(var->data.location >= VERT_ATTRIB_GENERIC0); unsigned loc = var->data.location - VERT_ATTRIB_GENERIC0; assert(drv_loc < D3D12_VS_INPUT_REGISTER_COUNT); @@ -429,19 +428,18 @@ dzn_graphics_pipeline_compile_shaders(struct dzn_device *device, * write the position. */ if (prev_stage == MESA_SHADER_NONE || - !(stages[prev_stage].nir->info.outputs_written & VARYING_BIT_POS)) + !(pipeline->templates.shaders[prev_stage].nir->info.outputs_written & VARYING_BIT_POS)) continue; } D3D12_SHADER_BYTECODE *slot = dzn_pipeline_get_gfx_shader_slot(out, stage); - ret = dzn_pipeline_compile_shader(device, stages[stage].nir, slot); + ret = dzn_pipeline_compile_shader(device, pipeline->templates.shaders[stage].nir, slot); if (ret != VK_SUCCESS) return ret; pipeline->templates.shaders[stage].bc = slot; - pipeline->templates.shaders[stage].nir = stages[stage].nir; } return VK_SUCCESS;