radv: compile fragment shader first.
This reorders things as we need something from the fs for the vs key. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Signed-off-by: Dave Airlie <airlied@redhat.com>
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@@ -1988,6 +1988,33 @@ radv_pipeline_init(struct radv_pipeline *pipeline,
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radv_pipeline_init_blend_state(pipeline, pCreateInfo, extra);
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if (!modules[MESA_SHADER_FRAGMENT]) {
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nir_builder fs_b;
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nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);
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fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "noop_fs");
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fs_m.nir = fs_b.shader;
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modules[MESA_SHADER_FRAGMENT] = &fs_m;
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}
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if (modules[MESA_SHADER_FRAGMENT]) {
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union ac_shader_variant_key key;
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key.fs.col_format = pipeline->graphics.blend.spi_shader_col_format;
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key.fs.is_int8 = radv_pipeline_compute_is_int8(pCreateInfo);
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const VkPipelineShaderStageCreateInfo *stage = pStages[MESA_SHADER_FRAGMENT];
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pipeline->shaders[MESA_SHADER_FRAGMENT] =
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radv_pipeline_compile(pipeline, cache, modules[MESA_SHADER_FRAGMENT],
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stage ? stage->pName : "main",
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MESA_SHADER_FRAGMENT,
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stage ? stage->pSpecializationInfo : NULL,
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pipeline->layout, &key);
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pipeline->active_stages |= mesa_to_vk_shader_stage(MESA_SHADER_FRAGMENT);
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}
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if (fs_m.nir)
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ralloc_free(fs_m.nir);
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if (modules[MESA_SHADER_VERTEX]) {
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bool as_es = false;
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bool as_ls = false;
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@@ -2040,33 +2067,6 @@ radv_pipeline_init(struct radv_pipeline *pipeline,
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mesa_to_vk_shader_stage(MESA_SHADER_TESS_CTRL);
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}
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if (!modules[MESA_SHADER_FRAGMENT]) {
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nir_builder fs_b;
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nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);
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fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "noop_fs");
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fs_m.nir = fs_b.shader;
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modules[MESA_SHADER_FRAGMENT] = &fs_m;
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}
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if (modules[MESA_SHADER_FRAGMENT]) {
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union ac_shader_variant_key key;
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key.fs.col_format = pipeline->graphics.blend.spi_shader_col_format;
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key.fs.is_int8 = radv_pipeline_compute_is_int8(pCreateInfo);
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const VkPipelineShaderStageCreateInfo *stage = pStages[MESA_SHADER_FRAGMENT];
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pipeline->shaders[MESA_SHADER_FRAGMENT] =
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radv_pipeline_compile(pipeline, cache, modules[MESA_SHADER_FRAGMENT],
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stage ? stage->pName : "main",
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MESA_SHADER_FRAGMENT,
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stage ? stage->pSpecializationInfo : NULL,
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pipeline->layout, &key);
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pipeline->active_stages |= mesa_to_vk_shader_stage(MESA_SHADER_FRAGMENT);
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}
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if (fs_m.nir)
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ralloc_free(fs_m.nir);
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radv_pipeline_init_depth_stencil_state(pipeline, pCreateInfo, extra);
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radv_pipeline_init_raster_state(pipeline, pCreateInfo);
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radv_pipeline_init_multisample_state(pipeline, pCreateInfo);
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