Module: Mesa
Branch: staging/23.1
Commit: 6e84dfe468bdddb2bff245da3b0bbef3e3427d80
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=6e84dfe468bdddb2bff245da3b0bbef3e3427d80

Author: Mike Blumenkrantz <[email protected]>
Date:   Fri Aug  4 12:17:20 2023 -0400

zink: better handle separate shader dsl creation when no bindings exist

this otherwise underflows the array and provides a (probably huge) garbage
value for the binding id, which then causes the driver to massively overallocate
both the layout and set/pool/buffer

the main result of this is that on radv any simple test that should be 
near-instant
takes 2-3 seconds to execute, which somehow nobody noticed

Fixes: e3b746e3a31 ("zink: use GPL to handle (simple) separate shader objects")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24501>
(cherry picked from commit 652e87bc5d02903e4ea00602de84d803f10d414e)

---

 .pick_status.json                           |  2 +-
 src/gallium/drivers/zink/zink_descriptors.c | 12 +++++++++---
 2 files changed, 10 insertions(+), 4 deletions(-)

diff --git a/.pick_status.json b/.pick_status.json
index 80fab8344fb..d0a6a736b53 100644
--- a/.pick_status.json
+++ b/.pick_status.json
@@ -85,7 +85,7 @@
         "description": "zink: better handle separate shader dsl creation when 
no bindings exist",
         "nominated": true,
         "nomination_type": 1,
-        "resolution": 0,
+        "resolution": 1,
         "main_sha": null,
         "because_sha": "e3b746e3a31e350e9f0962717e49acba28efee30"
     },
diff --git a/src/gallium/drivers/zink/zink_descriptors.c 
b/src/gallium/drivers/zink/zink_descriptors.c
index af1aa5d07eb..d656b2ea7dd 100644
--- a/src/gallium/drivers/zink/zink_descriptors.c
+++ b/src/gallium/drivers/zink/zink_descriptors.c
@@ -676,9 +676,15 @@ void
 zink_descriptor_shader_get_binding_offsets(const struct zink_shader *shader, 
unsigned *offsets)
 {
    offsets[ZINK_DESCRIPTOR_TYPE_UBO] = 0;
-   offsets[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] = 
shader->bindings[ZINK_DESCRIPTOR_TYPE_UBO][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_UBO]
 - 1].binding + 1;
-   offsets[ZINK_DESCRIPTOR_TYPE_SSBO] = 
offsets[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] + 
shader->bindings[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW]
 - 1].binding + 1;
-   offsets[ZINK_DESCRIPTOR_TYPE_IMAGE] = offsets[ZINK_DESCRIPTOR_TYPE_SSBO] + 
shader->bindings[ZINK_DESCRIPTOR_TYPE_SSBO][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SSBO]
 - 1].binding + 1;
+   offsets[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] = 
(shader->num_bindings[ZINK_DESCRIPTOR_TYPE_UBO] ?
+                                                
shader->bindings[ZINK_DESCRIPTOR_TYPE_UBO][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_UBO]
 - 1].binding + 1 :
+                                                1);
+   offsets[ZINK_DESCRIPTOR_TYPE_SSBO] = 
offsets[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] + 
(shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW] ?
+                                                                               
      
shader->bindings[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SAMPLER_VIEW]
 - 1].binding + 1 :
+                                                                               
      1);
+   offsets[ZINK_DESCRIPTOR_TYPE_IMAGE] = offsets[ZINK_DESCRIPTOR_TYPE_SSBO] + 
(shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SSBO] ?
+                                                                              
shader->bindings[ZINK_DESCRIPTOR_TYPE_SSBO][shader->num_bindings[ZINK_DESCRIPTOR_TYPE_SSBO]
 - 1].binding + 1 :
+                                                                              
1);
 }
 
 void

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