virgl: Apply TGSI transforms to compute shaders, too.
We need to do this for the upcoming virglrenderer workarounds. Reviewed-by: Gert Wollny <gert.wollny@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15014>
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@ -1372,17 +1372,22 @@ static void *virgl_create_compute_state(struct pipe_context *ctx,
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tokens = state->prog;
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}
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void *new_tokens = virgl_tgsi_transform((struct virgl_screen *)vctx->base.screen, tokens);
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if (!new_tokens)
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return NULL;
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handle = virgl_object_assign_handle();
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ret = virgl_encode_shader_state(vctx, handle, PIPE_SHADER_COMPUTE,
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&so_info,
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state->req_local_mem,
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tokens);
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new_tokens);
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if (ret) {
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FREE((void *)ntt_tokens);
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return NULL;
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}
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FREE((void *)ntt_tokens);
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FREE(new_tokens);
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return (void *)(unsigned long)handle;
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}
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