v3dv/pipeline: don't clone the nir shader at pipeline_state_create_binning
At that point we didn't call all the v3dv lowerings. So the reference nir shader used to call the v3d compiler could be different. Note that at that point the nir shader is only available for internal shaders (like gs multiview). This specifically affected multiview tests that wrote gl_PointSize, as the nir shader for the geometry shader were wrongly exposing per_vertex_point_size as false, as we were basing our check on the nir_shader_info, and that was gathered calling nir_shader_gather_info at pipeline_lower_nir. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13325>
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@ -3,30 +3,3 @@ dEQP-VK.geometry.input.basic_primitive.line_strip_adjacency,Fail
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# CTS bug; fix submitted
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dEQP-VK.spirv_assembly.instruction.graphics.variable_pointers.graphics.writes_single_buffer_geom,Fail
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# Multiview doesn't work with points
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dEQP-VK.multiview.point_size.15,Fail
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dEQP-VK.multiview.point_size.8,Fail
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dEQP-VK.multiview.point_size.1_2_4_8,Fail
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dEQP-VK.multiview.point_size.15_15_15_15,Fail
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dEQP-VK.multiview.point_size.8_1_1_8,Fail
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dEQP-VK.multiview.point_size.5_10_5_10,Fail
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dEQP-VK.multiview.point_size.1_2_4_8_16_32,Fail
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dEQP-VK.multiview.point_size.max_multi_view_view_count,Fail
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dEQP-VK.draw.instanced.draw_vk_primitive_topology_point_list_attrib_divisor_1_multiview,Fail
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dEQP-VK.draw.instanced.draw_vk_primitive_topology_point_list_attrib_divisor_2_multiview,Fail
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dEQP-VK.draw.instanced.draw_vk_primitive_topology_point_list_attrib_divisor_4_multiview,Fail
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dEQP-VK.draw.instanced.draw_vk_primitive_topology_point_list_attrib_divisor_20_multiview,Fail
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dEQP-VK.draw.instanced.draw_indexed_vk_primitive_topology_point_list_attrib_divisor_1_multiview,Fail
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dEQP-VK.draw.instanced.draw_indexed_vk_primitive_topology_point_list_attrib_divisor_2_multiview,Fail
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dEQP-VK.draw.instanced.draw_indexed_vk_primitive_topology_point_list_attrib_divisor_4_multiview,Fail
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dEQP-VK.draw.instanced.draw_indexed_vk_primitive_topology_point_list_attrib_divisor_20_multiview,Fail
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dEQP-VK.draw.instanced.draw_indirect_vk_primitive_topology_point_list_attrib_divisor_1_multiview,Fail
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dEQP-VK.draw.instanced.draw_indirect_vk_primitive_topology_point_list_attrib_divisor_2_multiview,Fail
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dEQP-VK.draw.instanced.draw_indirect_vk_primitive_topology_point_list_attrib_divisor_4_multiview,Fail
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dEQP-VK.draw.instanced.draw_indirect_vk_primitive_topology_point_list_attrib_divisor_20_multiview,Fail
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dEQP-VK.draw.instanced.draw_indexed_indirect_vk_primitive_topology_point_list_attrib_divisor_1_multiview,Fail
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dEQP-VK.draw.instanced.draw_indexed_indirect_vk_primitive_topology_point_list_attrib_divisor_2_multiview,Fail
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dEQP-VK.draw.instanced.draw_indexed_indirect_vk_primitive_topology_point_list_attrib_divisor_4_multiview,Fail
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dEQP-VK.draw.instanced.draw_indexed_indirect_vk_primitive_topology_point_list_attrib_divisor_20_multiview,Fail
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@ -1412,7 +1412,11 @@ pipeline_stage_create_binning(const struct v3dv_pipeline_stage *src,
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p_stage->stage = bin_stage;
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p_stage->entrypoint = src->entrypoint;
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p_stage->module = src->module;
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p_stage->nir = src->nir ? nir_shader_clone(NULL, src->nir) : NULL;
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/* For binning shaders we will clone the NIR code from the corresponding
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* render shader later, when we call pipeline_compile_xxx_shader. This way
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* we only have to run the relevant NIR lowerings once for render shaders
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*/
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p_stage->nir = NULL;
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p_stage->spec_info = src->spec_info;
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p_stage->feedback = (VkPipelineCreationFeedbackEXT) { 0 };
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memcpy(p_stage->shader_sha1, src->shader_sha1, 20);
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