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>
This commit is contained in:
Dave Airlie
2017-06-20 12:50:04 +10:00
parent a563f611c3
commit 2a87ddbdcb

View File

@@ -1988,6 +1988,33 @@ radv_pipeline_init(struct radv_pipeline *pipeline,
radv_pipeline_init_blend_state(pipeline, pCreateInfo, extra);
if (!modules[MESA_SHADER_FRAGMENT]) {
nir_builder fs_b;
nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);
fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "noop_fs");
fs_m.nir = fs_b.shader;
modules[MESA_SHADER_FRAGMENT] = &fs_m;
}
if (modules[MESA_SHADER_FRAGMENT]) {
union ac_shader_variant_key key;
key.fs.col_format = pipeline->graphics.blend.spi_shader_col_format;
key.fs.is_int8 = radv_pipeline_compute_is_int8(pCreateInfo);
const VkPipelineShaderStageCreateInfo *stage = pStages[MESA_SHADER_FRAGMENT];
pipeline->shaders[MESA_SHADER_FRAGMENT] =
radv_pipeline_compile(pipeline, cache, modules[MESA_SHADER_FRAGMENT],
stage ? stage->pName : "main",
MESA_SHADER_FRAGMENT,
stage ? stage->pSpecializationInfo : NULL,
pipeline->layout, &key);
pipeline->active_stages |= mesa_to_vk_shader_stage(MESA_SHADER_FRAGMENT);
}
if (fs_m.nir)
ralloc_free(fs_m.nir);
if (modules[MESA_SHADER_VERTEX]) {
bool as_es = false;
bool as_ls = false;
@@ -2040,33 +2067,6 @@ radv_pipeline_init(struct radv_pipeline *pipeline,
mesa_to_vk_shader_stage(MESA_SHADER_TESS_CTRL);
}
if (!modules[MESA_SHADER_FRAGMENT]) {
nir_builder fs_b;
nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);
fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "noop_fs");
fs_m.nir = fs_b.shader;
modules[MESA_SHADER_FRAGMENT] = &fs_m;
}
if (modules[MESA_SHADER_FRAGMENT]) {
union ac_shader_variant_key key;
key.fs.col_format = pipeline->graphics.blend.spi_shader_col_format;
key.fs.is_int8 = radv_pipeline_compute_is_int8(pCreateInfo);
const VkPipelineShaderStageCreateInfo *stage = pStages[MESA_SHADER_FRAGMENT];
pipeline->shaders[MESA_SHADER_FRAGMENT] =
radv_pipeline_compile(pipeline, cache, modules[MESA_SHADER_FRAGMENT],
stage ? stage->pName : "main",
MESA_SHADER_FRAGMENT,
stage ? stage->pSpecializationInfo : NULL,
pipeline->layout, &key);
pipeline->active_stages |= mesa_to_vk_shader_stage(MESA_SHADER_FRAGMENT);
}
if (fs_m.nir)
ralloc_free(fs_m.nir);
radv_pipeline_init_depth_stencil_state(pipeline, pCreateInfo, extra);
radv_pipeline_init_raster_state(pipeline, pCreateInfo);
radv_pipeline_init_multisample_state(pipeline, pCreateInfo);