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>
This commit is contained in:
Jason Ekstrand
2020-09-04 12:40:06 -05:00
committed by Marge Bot
parent d055ac9bdf
commit 705395344d
4 changed files with 130 additions and 20 deletions

View File

@@ -478,6 +478,7 @@ public:
const brw::performance &perf,
struct brw_compile_stats *stats);
void add_const_data(void *data, unsigned size);
void add_resume_sbt(unsigned num_resume_shaders, uint64_t *sbt);
const unsigned *get_assembly();
private: