zink: move shader key structs into their own header

this is going to get messy as we fill them out, so at least we can
keep things split up a bit for organizational sake

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7193>
This commit is contained in:
Mike Blumenkrantz 2020-07-13 17:16:29 -04:00 committed by Marge Bot
parent b9fdc21bba
commit ed7a5a5568
2 changed files with 54 additions and 17 deletions

View File

@ -31,6 +31,7 @@
#include "util/u_inlines.h"
#include "zink_context.h"
#include "zink_shader_keys.h"
struct zink_screen;
struct zink_shader;
@ -48,23 +49,6 @@ struct zink_shader_module {
VkShaderModule shader;
};
struct zink_fs_key {
unsigned shader_id;
//bool flat_shade;
};
/* a shader key is used for swapping out shader modules based on pipeline states,
* e.g., if sampleCount changes, we must verify that the fs doesn't need a recompile
* to account for GL ignoring gl_SampleMask in some cases when VK will not
* which allows us to avoid recompiling shaders when the pipeline state changes repeatedly
*/
struct zink_shader_key {
union {
struct zink_fs_key fs;
} key;
uint32_t size;
};
/* the shader cache stores a mapping of zink_shader_key::VkShaderModule */
struct zink_shader_cache {
struct pipe_reference reference;

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@ -0,0 +1,53 @@
/*
* Copyright 2020 Mike Blumenkrantz
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, and/or sell copies of the Software, and to permit persons to whom
* the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
* USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/** this file exists for organization and to be included in nir_to_spirv/ without pulling in extra deps */
#ifndef ZINK_SHADER_KEYS_H
# define ZINK_SHADER_KEYS_H
struct zink_fs_key {
unsigned shader_id;
//bool flat_shade;
};
/* a shader key is used for swapping out shader modules based on pipeline states,
* e.g., if sampleCount changes, we must verify that the fs doesn't need a recompile
* to account for GL ignoring gl_SampleMask in some cases when VK will not
* which allows us to avoid recompiling shaders when the pipeline state changes repeatedly
*/
struct zink_shader_key {
union {
struct zink_fs_key fs;
} key;
uint32_t size;
};
static inline const struct zink_fs_key *zink_fs_key(const struct zink_shader_key *key)
{
return &key->key.fs;
}
#endif