From: Marek Olšák <marek.ol...@amd.com>

---
 src/gallium/drivers/radeonsi/si_shader.c | 29 ++++++++++++++++++++---------
 1 file changed, 20 insertions(+), 9 deletions(-)

diff --git a/src/gallium/drivers/radeonsi/si_shader.c 
b/src/gallium/drivers/radeonsi/si_shader.c
index 00aabc9..f6cd313 100644
--- a/src/gallium/drivers/radeonsi/si_shader.c
+++ b/src/gallium/drivers/radeonsi/si_shader.c
@@ -7060,35 +7060,41 @@ static bool si_compile_tgsi_main(struct 
si_shader_context *ctx,
                return false;
        }
 
        si_llvm_build_ret(ctx, ctx->return_value);
        return true;
 }
 
 /**
  * Compute the VS prolog key, which contains all the information needed to
  * build the VS prolog function, and set shader->info bits where needed.
+ *
+ * \param shader_in    Vertex shader
+ * \param prolog_key   Key of the VS prolog
+ * \param shader_out   Same as shader_in, or the next shader if merging LS+HS 
or ES+GS.
+ * \param key          Output shader part key.
  */
-static void si_get_vs_prolog_key(struct si_shader *shader,
+static void si_get_vs_prolog_key(const struct tgsi_shader_info *info,
+                                unsigned num_input_sgprs,
+                                const struct si_vs_prolog_bits *prolog_key,
+                                struct si_shader *shader_out,
                                 union si_shader_part_key *key)
 {
-       struct tgsi_shader_info *info = &shader->selector->info;
-
        memset(key, 0, sizeof(*key));
-       key->vs_prolog.states = shader->key.part.vs.prolog;
-       key->vs_prolog.num_input_sgprs = shader->info.num_input_sgprs;
+       key->vs_prolog.states = *prolog_key;
+       key->vs_prolog.num_input_sgprs = num_input_sgprs;
        key->vs_prolog.last_input = MAX2(1, info->num_inputs) - 1;
 
        /* Set the instanceID flag. */
        for (unsigned i = 0; i < info->num_inputs; i++)
                if (key->vs_prolog.states.instance_divisors[i])
-                       shader->info.uses_instanceid = true;
+                       shader_out->info.uses_instanceid = true;
 }
 
 /**
  * Compute the VS epilog key, which contains all the information needed to
  * build the VS epilog function, and set the PrimitiveID output offset.
  */
 static void si_get_vs_epilog_key(struct si_shader *shader,
                                 struct si_vs_epilog_bits *states,
                                 union si_shader_part_key *key)
 {
@@ -7561,21 +7567,24 @@ int si_compile_tgsi_shader(struct si_screen *sscreen,
                bool need_prolog;
                bool need_epilog;
 
                need_prolog = sel->vs_needs_prolog;
                need_epilog = !shader->key.as_es && !shader->key.as_ls;
 
                parts[need_prolog ? 1 : 0] = ctx.main_fn;
 
                if (need_prolog) {
                        union si_shader_part_key prolog_key;
-                       si_get_vs_prolog_key(shader, &prolog_key);
+                       si_get_vs_prolog_key(&sel->info,
+                                            shader->info.num_input_sgprs,
+                                            &shader->key.part.vs.prolog,
+                                            shader, &prolog_key);
                        si_build_vs_prolog_function(&ctx, &prolog_key);
                        parts[0] = ctx.main_fn;
                }
 
                if (need_epilog) {
                        union si_shader_part_key epilog_key;
                        si_get_vs_epilog_key(shader, 
&shader->key.part.vs.epilog, &epilog_key);
                        si_build_vs_epilog_function(&ctx, &epilog_key);
                        parts[need_prolog ? 2 : 1] = ctx.main_fn;
                }
@@ -8010,22 +8019,24 @@ static bool si_get_vs_epilog(struct si_screen *sscreen,
  */
 static bool si_shader_select_vs_parts(struct si_screen *sscreen,
                                      LLVMTargetMachineRef tm,
                                      struct si_shader *shader,
                                      struct pipe_debug_callback *debug)
 {
        if (shader->selector->vs_needs_prolog) {
                union si_shader_part_key prolog_key;
 
                /* Get the prolog. */
-               si_get_vs_prolog_key(shader, &prolog_key);
-
+               si_get_vs_prolog_key(&shader->selector->info,
+                                    shader->info.num_input_sgprs,
+                                    &shader->key.part.vs.prolog,
+                                    shader, &prolog_key);
                shader->prolog =
                        si_get_shader_part(sscreen, &sscreen->vs_prologs,
                                           PIPE_SHADER_VERTEX, true,
                                           &prolog_key, tm, debug,
                                           si_build_vs_prolog_function,
                                           "Vertex Shader Prolog");
                if (!shader->prolog)
                        return false;
        }
 
-- 
2.7.4

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