intel/fs: Add support for compiling bindless shaders with resume shaders
Instead of depending on the driver to compile each resume shader separately, we compile them all in one go in the back-end and build an SBT as part of the shader program. Shader relocs are used to make the entries in the SBT point point to the correct resume shader. Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8637>
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@@ -478,6 +478,7 @@ public:
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const brw::performance &perf,
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struct brw_compile_stats *stats);
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void add_const_data(void *data, unsigned size);
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void add_resume_sbt(unsigned num_resume_shaders, uint64_t *sbt);
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const unsigned *get_assembly();
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private:
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