anv/pipeline: Get rid of the kernel pointer fields
Now that we have anv_shader_bin, they're completely redundant with other information we have in the pipeline. For vertex shaders, we also go through way too much work to put the offset in one or the other field and then look at which one we put it in later. Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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@@ -488,17 +488,6 @@ anv_pipeline_compile_vs(struct anv_pipeline *pipeline,
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ralloc_free(mem_ctx);
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}
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const struct brw_vs_prog_data *vs_prog_data =
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(const struct brw_vs_prog_data *)bin->prog_data;
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if (vs_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8) {
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pipeline->vs_simd8 = bin->kernel.offset;
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pipeline->vs_vec4 = NO_KERNEL;
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} else {
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pipeline->vs_simd8 = NO_KERNEL;
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pipeline->vs_vec4 = bin->kernel.offset;
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}
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anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_VERTEX, bin);
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return VK_SUCCESS;
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@@ -576,8 +565,6 @@ anv_pipeline_compile_gs(struct anv_pipeline *pipeline,
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ralloc_free(mem_ctx);
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}
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pipeline->gs_kernel = bin->kernel.offset;
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anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_GEOMETRY, bin);
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return VK_SUCCESS;
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@@ -700,8 +687,6 @@ anv_pipeline_compile_fs(struct anv_pipeline *pipeline,
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ralloc_free(mem_ctx);
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}
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pipeline->ps_ksp0 = bin->kernel.offset;
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anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_FRAGMENT, bin);
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return VK_SUCCESS;
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@@ -773,8 +758,6 @@ anv_pipeline_compile_cs(struct anv_pipeline *pipeline,
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ralloc_free(mem_ctx);
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}
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pipeline->cs_simd = bin->kernel.offset;
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anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_COMPUTE, bin);
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return VK_SUCCESS;
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@@ -1024,11 +1007,6 @@ anv_pipeline_init(struct anv_pipeline *pipeline,
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*/
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memset(pipeline->shaders, 0, sizeof(pipeline->shaders));
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pipeline->vs_simd8 = NO_KERNEL;
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pipeline->vs_vec4 = NO_KERNEL;
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pipeline->gs_kernel = NO_KERNEL;
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pipeline->ps_ksp0 = NO_KERNEL;
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pipeline->active_stages = 0;
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const VkPipelineShaderStageCreateInfo *pStages[MESA_SHADER_STAGES] = { 0, };
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