zink: move tess/geom shader info to vs shader key

now that there exists a shader key for vertex stages, we can stop modifying
the zink_shader values and instead use this as a more reliable method of detecting
the state

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8682>
This commit is contained in:
Mike Blumenkrantz
2021-01-23 10:42:48 -05:00
committed by Marge Bot
parent 9b8c121917
commit 26b009b054
4 changed files with 17 additions and 19 deletions

View File

@@ -314,17 +314,6 @@ update_so_info(struct zink_shader *sh,
}
}
static bool
last_vertex_stage(struct zink_shader *zs)
{
assert(zs->nir->info.stage != MESA_SHADER_FRAGMENT);
if (zs->has_geometry_shader)
return zs->nir->info.stage == MESA_SHADER_GEOMETRY;
if (zs->has_tess_shader)
return zs->nir->info.stage == MESA_SHADER_TESS_EVAL;
return true;
}
VkShaderModule
zink_shader_compile(struct zink_screen *screen, struct zink_shader *zs, struct zink_shader_key *key,
unsigned char *shader_slot_map, unsigned char *shader_slots_reserved)
@@ -333,8 +322,8 @@ zink_shader_compile(struct zink_screen *screen, struct zink_shader *zs, struct z
void *streamout = NULL;
nir_shader *nir = zs->nir;
/* TODO: use a separate mem ctx here for ralloc */
if (zs->nir->info.stage != MESA_SHADER_FRAGMENT) {
if (last_vertex_stage(zs)) {
if (zs->nir->info.stage < MESA_SHADER_FRAGMENT) {
if (zink_vs_key(key)->last_vertex_stage) {
if (zs->streamout.so_info_slots)
streamout = &zs->streamout;
@@ -343,7 +332,7 @@ zink_shader_compile(struct zink_screen *screen, struct zink_shader *zs, struct z
NIR_PASS_V(nir, nir_lower_clip_halfz);
}
}
} else {
} else if (zs->nir->info.stage == MESA_SHADER_FRAGMENT) {
if (!zink_fs_key(key)->samples &&
nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)) {
nir = nir_shader_clone(NULL, zs->nir);

View File

@@ -73,8 +73,6 @@ struct zink_shader {
size_t num_bindings;
struct set *programs;
bool has_tess_shader; // vertex shaders need to know if a tesseval shader exists
bool has_geometry_shader; // vertex shaders need to know if a geometry shader exists
union {
struct zink_shader *generated; // a generated shader that this shader "owns"
bool is_generated; // if this is a driver-created shader (e.g., tcs)

View File

@@ -168,7 +168,6 @@ create_pipeline_layout(VkDevice dev, VkDescriptorSetLayout dsl)
return layout;
}
static void
shader_key_vs_gen(struct zink_context *ctx, struct zink_shader *zs,
struct zink_shader *shaders[ZINK_SHADER_COUNT], struct zink_shader_key *key)
@@ -178,6 +177,19 @@ shader_key_vs_gen(struct zink_context *ctx, struct zink_shader *zs,
vs_key->shader_id = zs->shader_id;
vs_key->clip_halfz = ctx->rast_state->base.clip_halfz;
switch (zs->nir->info.stage) {
case MESA_SHADER_VERTEX:
vs_key->last_vertex_stage = !shaders[PIPE_SHADER_TESS_EVAL] && !shaders[PIPE_SHADER_GEOMETRY];
break;
case MESA_SHADER_TESS_EVAL:
vs_key->last_vertex_stage = !shaders[PIPE_SHADER_GEOMETRY];
break;
case MESA_SHADER_GEOMETRY:
vs_key->last_vertex_stage = true;
break;
default:
unreachable("impossible case");
}
}
static void
@@ -332,8 +344,6 @@ update_shader_modules(struct zink_context *ctx, struct zink_shader *stages[ZINK_
enum pipe_shader_type type = pipe_shader_type_from_mesa(i);
if (dirty[i]) {
struct zink_shader_module *zm;
dirty[i]->has_geometry_shader = dirty[MESA_SHADER_GEOMETRY] || stages[PIPE_SHADER_GEOMETRY];
dirty[i]->has_tess_shader = dirty[MESA_SHADER_TESS_EVAL] || stages[PIPE_SHADER_TESS_EVAL];
zm = get_shader_module_for_stage(ctx, dirty[i], prog);
zink_shader_module_reference(zink_screen(ctx->base.screen), &prog->modules[type], zm);
/* we probably need a new pipeline when we switch shader modules */

View File

@@ -29,6 +29,7 @@
struct zink_vs_key {
unsigned shader_id;
bool clip_halfz;
bool last_vertex_stage;
};
struct zink_fs_key {