radv: Don't compute as_ls/as_es before hashing.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Bas Nieuwenhuizen 2017-10-24 00:10:37 +02:00
parent 87e71726e0
commit de38491a57
1 changed files with 12 additions and 14 deletions

View File

@ -1141,7 +1141,7 @@ radv_pipeline_init_dynamic_state(struct radv_pipeline *pipeline,
}
static struct ac_shader_variant_key
radv_compute_vs_key(const VkGraphicsPipelineCreateInfo *pCreateInfo, bool as_es, bool as_ls)
radv_compute_vs_key(const VkGraphicsPipelineCreateInfo *pCreateInfo)
{
struct ac_shader_variant_key key;
const VkPipelineVertexInputStateCreateInfo *input_state =
@ -1149,8 +1149,6 @@ radv_compute_vs_key(const VkGraphicsPipelineCreateInfo *pCreateInfo, bool as_es,
memset(&key, 0, sizeof(key));
key.vs.instance_rate_inputs = 0;
key.vs.as_es = as_es;
key.vs.as_ls = as_ls;
for (unsigned i = 0; i < input_state->vertexAttributeDescriptionCount; ++i) {
unsigned binding;
@ -1818,6 +1816,15 @@ void radv_create_shaders(struct radv_pipeline *pipeline,
nir_print_shader(nir[i], stderr);
}
if (keys && nir[MESA_SHADER_TESS_CTRL])
keys[MESA_SHADER_VERTEX].vs.as_ls = true;
if (keys && nir[MESA_SHADER_GEOMETRY]) {
if (nir[MESA_SHADER_TESS_CTRL])
keys[MESA_SHADER_TESS_EVAL].tes.as_es = true;
else
keys[MESA_SHADER_VERTEX].vs.as_es = true;
}
if (nir[MESA_SHADER_FRAGMENT]) {
if (!pipeline->shaders[MESA_SHADER_FRAGMENT]) {
pipeline->shaders[MESA_SHADER_FRAGMENT] =
@ -1944,28 +1951,19 @@ radv_pipeline_init(struct radv_pipeline *pipeline,
memset(keys, 0, sizeof(keys));
if (pStages[MESA_SHADER_VERTEX]) {
bool as_es = false;
bool as_ls = false;
if (pStages[MESA_SHADER_TESS_CTRL])
as_ls = true;
else if (pStages[MESA_SHADER_GEOMETRY])
as_es = true;
keys[MESA_SHADER_VERTEX] = radv_compute_vs_key(pCreateInfo, as_es, as_ls);
keys[MESA_SHADER_VERTEX] = radv_compute_vs_key(pCreateInfo);
keys[MESA_SHADER_VERTEX].has_multiview_view_index = has_view_index;
}
if (pStages[MESA_SHADER_TESS_EVAL]) {
keys[MESA_SHADER_TESS_EVAL].has_multiview_view_index = has_view_index;
if (pStages[MESA_SHADER_GEOMETRY])
keys[MESA_SHADER_TESS_EVAL].tes.as_es = true;
}
if (pCreateInfo->pTessellationState)
keys[MESA_SHADER_TESS_CTRL].tcs.input_vertices = pCreateInfo->pTessellationState->patchControlPoints;
if (pStages[MESA_SHADER_GEOMETRY]) {
keys[MESA_SHADER_GEOMETRY] = radv_compute_vs_key(pCreateInfo, false, false);
keys[MESA_SHADER_GEOMETRY] = radv_compute_vs_key(pCreateInfo);
keys[MESA_SHADER_GEOMETRY].has_multiview_view_index = has_view_index;
}