radv: add radv_create_shaders() helper

This is a combined shader creation helper than will help us to
create the shaders for each stage at once. This will allow us to
do some link time optimisations.

Signed-off-by: Timothy Arceri <tarceri@itsqueeze.com>
Acked-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Bas Nieuwenhuizen
2017-10-17 09:45:06 +11:00
committed by Timothy Arceri
parent ed9218f154
commit d1c9f30d7f

View File

@@ -1743,6 +1743,136 @@ static void calculate_ps_inputs(struct radv_pipeline *pipeline)
pipeline->graphics.ps_input_cntl_num = ps_offset;
}
static
void radv_create_shaders(struct radv_pipeline *pipeline,
struct radv_device *device,
struct radv_pipeline_cache *cache,
struct ac_shader_variant_key *keys,
const VkPipelineShaderStageCreateInfo **pStages)
{
struct radv_shader_module fs_m = {0};
struct radv_shader_module *modules[MESA_SHADER_STAGES] = { 0, };
nir_shader *nir[MESA_SHADER_STAGES] = {0};
void *codes[MESA_SHADER_STAGES] = {0};
unsigned code_sizes[MESA_SHADER_STAGES] = {0};
unsigned char hash[20], gs_copy_hash[20];
for (unsigned i = 0; i < MESA_SHADER_STAGES; ++i) {
if (pStages[i]) {
modules[i] = radv_shader_module_from_handle(pStages[i]->module);
if (modules[i]->nir)
_mesa_sha1_compute(modules[i]->nir->info.name,
strlen(modules[i]->nir->info.name),
modules[i]->sha1);
}
}
radv_hash_shaders(hash, pStages, pipeline->layout, keys, get_hash_flags(device));
memcpy(gs_copy_hash, hash, 20);
gs_copy_hash[0] ^= 1;
if (modules[MESA_SHADER_GEOMETRY]) {
pipeline->gs_copy_shader =
radv_create_shader_variant_from_pipeline_cache(
pipeline->device,
cache,
gs_copy_hash);
}
if (radv_create_shader_variants_from_pipeline_cache(device, cache, hash, pipeline->shaders) &&
(!modules[MESA_SHADER_GEOMETRY] || pipeline->gs_copy_shader))
return;
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;
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; ++i) {
const VkPipelineShaderStageCreateInfo *stage = pStages[i];
if (!modules[i])
continue;
nir[i] = radv_shader_compile_to_nir(device, modules[i],
stage ? stage->pName : "main", i,
stage ? stage->pSpecializationInfo : NULL);
pipeline->active_stages |= mesa_to_vk_shader_stage(i);
}
if (nir[MESA_SHADER_TESS_CTRL]) {
/* TODO: This is no longer used as a key we should refactor this */
if (keys)
keys[MESA_SHADER_TESS_CTRL].tcs.primitive_mode = nir[MESA_SHADER_TESS_EVAL]->info.tess.primitive_mode;
nir_lower_tes_patch_vertices(nir[MESA_SHADER_TESS_EVAL], nir[MESA_SHADER_TESS_CTRL]->info.tess.tcs_vertices_out);
}
if (nir[MESA_SHADER_FRAGMENT]) {
pipeline->shaders[MESA_SHADER_FRAGMENT] =
radv_shader_variant_create(device, modules[MESA_SHADER_FRAGMENT], nir[MESA_SHADER_FRAGMENT],
pipeline->layout, keys ? keys + MESA_SHADER_FRAGMENT : 0,
&codes[MESA_SHADER_FRAGMENT], &code_sizes[MESA_SHADER_FRAGMENT]);
/* TODO: These are no longer used as keys we should refactor this */
if (keys) {
keys[MESA_SHADER_VERTEX].vs.export_prim_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.fs.prim_id_input;
keys[MESA_SHADER_TESS_EVAL].tes.export_prim_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.fs.prim_id_input;
}
pipeline->active_stages |= mesa_to_vk_shader_stage(MESA_SHADER_FRAGMENT);
}
for (int i = 0; i < MESA_SHADER_STAGES; ++i) {
if(modules[i] && !pipeline->shaders[i]) {
pipeline->shaders[i] = radv_shader_variant_create(device, modules[i], nir[i],
pipeline->layout,
keys ? keys + i : 0, &codes[i],
&code_sizes[i]);
pipeline->active_stages |= mesa_to_vk_shader_stage(i);
}
}
if(modules[MESA_SHADER_GEOMETRY]) {
void *gs_copy_code = NULL;
unsigned gs_copy_code_size = 0;
if (!pipeline->gs_copy_shader) {
pipeline->gs_copy_shader = radv_create_gs_copy_shader(
device, nir[MESA_SHADER_GEOMETRY], &gs_copy_code,
&gs_copy_code_size,
keys[MESA_SHADER_GEOMETRY].has_multiview_view_index);
}
if (pipeline->gs_copy_shader) {
pipeline->gs_copy_shader =
radv_pipeline_cache_insert_shader(device, cache,
gs_copy_hash,
pipeline->gs_copy_shader,
gs_copy_code,
gs_copy_code_size);
}
free(gs_copy_code);
}
radv_pipeline_cache_insert_shaders(device, cache, hash, pipeline->shaders,
(const void**)codes, code_sizes);
for (int i = 0; i < MESA_SHADER_STAGES; ++i) {
free(codes[i]);
if (modules[i] && !modules[i]->nir)
ralloc_free(nir[i]);
}
if (fs_m.nir)
ralloc_free(fs_m.nir);
}
static VkResult
radv_pipeline_init(struct radv_pipeline *pipeline,
struct radv_device *device,