ac/nir: Make shader key a struct.

Some bits can be passed to almost every shader, and I don't like
adding 5 variables.

Reviewed-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Bas Nieuwenhuizen 2017-07-02 02:48:41 +02:00
parent 64164a1313
commit eec5578158
4 changed files with 24 additions and 22 deletions

View File

@ -63,16 +63,18 @@ struct ac_fs_variant_key {
uint32_t multisample : 1;
};
union ac_shader_variant_key {
struct ac_vs_variant_key vs;
struct ac_fs_variant_key fs;
struct ac_tes_variant_key tes;
struct ac_tcs_variant_key tcs;
struct ac_shader_variant_key {
union {
struct ac_vs_variant_key vs;
struct ac_fs_variant_key fs;
struct ac_tes_variant_key tes;
struct ac_tcs_variant_key tcs;
};
};
struct ac_nir_compiler_options {
struct radv_pipeline_layout *layout;
union ac_shader_variant_key key;
struct ac_shader_variant_key key;
bool unsafe_math;
bool supports_spill;
enum radeon_family family;

View File

@ -441,7 +441,7 @@ static void radv_fill_shader_variant(struct radv_device *device,
static struct radv_shader_variant *radv_shader_variant_create(struct radv_device *device,
struct nir_shader *shader,
struct radv_pipeline_layout *layout,
const union ac_shader_variant_key *key,
const struct ac_shader_variant_key *key,
void** code_out,
unsigned *code_size_out,
bool dump)
@ -538,7 +538,7 @@ radv_pipeline_compile(struct radv_pipeline *pipeline,
gl_shader_stage stage,
const VkSpecializationInfo *spec_info,
struct radv_pipeline_layout *layout,
const union ac_shader_variant_key *key)
const struct ac_shader_variant_key *key)
{
unsigned char sha1[20];
unsigned char gs_copy_sha1[20];
@ -613,10 +613,10 @@ radv_pipeline_compile(struct radv_pipeline *pipeline,
return variant;
}
static union ac_shader_variant_key
static struct ac_shader_variant_key
radv_compute_tes_key(bool as_es, bool export_prim_id)
{
union ac_shader_variant_key key;
struct ac_shader_variant_key key;
memset(&key, 0, sizeof(key));
key.tes.as_es = as_es;
/* export prim id only happens when no geom shader */
@ -625,10 +625,10 @@ radv_compute_tes_key(bool as_es, bool export_prim_id)
return key;
}
static union ac_shader_variant_key
static struct ac_shader_variant_key
radv_compute_tcs_key(unsigned primitive_mode, unsigned input_vertices)
{
union ac_shader_variant_key key;
struct ac_shader_variant_key key;
memset(&key, 0, sizeof(key));
key.tcs.primitive_mode = primitive_mode;
key.tcs.input_vertices = input_vertices;
@ -652,8 +652,8 @@ radv_tess_pipeline_compile(struct radv_pipeline *pipeline,
nir_shader *tes_nir, *tcs_nir;
void *tes_code = NULL, *tcs_code = NULL;
unsigned tes_code_size = 0, tcs_code_size = 0;
union ac_shader_variant_key tes_key;
union ac_shader_variant_key tcs_key;
struct ac_shader_variant_key tes_key;
struct ac_shader_variant_key tcs_key;
bool dump = (pipeline->device->debug_flags & RADV_DEBUG_DUMP_SHADERS);
tes_key = radv_compute_tes_key(radv_pipeline_has_gs(pipeline),
@ -1780,10 +1780,10 @@ radv_pipeline_init_dynamic_state(struct radv_pipeline *pipeline,
pipeline->dynamic_state_mask = states;
}
static union ac_shader_variant_key
static struct ac_shader_variant_key
radv_compute_vs_key(const VkGraphicsPipelineCreateInfo *pCreateInfo, bool as_es, bool as_ls, bool export_prim_id)
{
union ac_shader_variant_key key;
struct ac_shader_variant_key key;
const VkPipelineVertexInputStateCreateInfo *input_state =
pCreateInfo->pVertexInputState;
@ -2192,7 +2192,7 @@ radv_pipeline_init(struct radv_pipeline *pipeline,
}
if (modules[MESA_SHADER_FRAGMENT]) {
union ac_shader_variant_key key = {0};
struct ac_shader_variant_key key = {0};
key.fs.col_format = pipeline->graphics.blend.spi_shader_col_format;
if (pCreateInfo->pMultisampleState &&
pCreateInfo->pMultisampleState->rasterizationSamples > 1)
@ -2225,7 +2225,7 @@ radv_pipeline_init(struct radv_pipeline *pipeline,
as_es = true;
else if (pipeline->shaders[MESA_SHADER_FRAGMENT]->info.fs.prim_id_input)
export_prim_id = true;
union ac_shader_variant_key key = radv_compute_vs_key(pCreateInfo, as_es, as_ls, export_prim_id);
struct ac_shader_variant_key key = radv_compute_vs_key(pCreateInfo, as_es, as_ls, export_prim_id);
pipeline->shaders[MESA_SHADER_VERTEX] =
radv_pipeline_compile(pipeline, cache, modules[MESA_SHADER_VERTEX],
@ -2238,7 +2238,7 @@ radv_pipeline_init(struct radv_pipeline *pipeline,
}
if (modules[MESA_SHADER_GEOMETRY]) {
union ac_shader_variant_key key = radv_compute_vs_key(pCreateInfo, false, false, false);
struct ac_shader_variant_key key = radv_compute_vs_key(pCreateInfo, false, false, false);
pipeline->shaders[MESA_SHADER_GEOMETRY] =
radv_pipeline_compile(pipeline, cache, modules[MESA_SHADER_GEOMETRY],

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@ -89,7 +89,7 @@ radv_hash_shader(unsigned char *hash, struct radv_shader_module *module,
const char *entrypoint,
const VkSpecializationInfo *spec_info,
const struct radv_pipeline_layout *layout,
const union ac_shader_variant_key *key,
const struct ac_shader_variant_key *key,
uint32_t is_geom_copy_shader)
{
struct mesa_sha1 ctx;

View File

@ -956,14 +956,14 @@ struct radv_shader_module {
char data[0];
};
union ac_shader_variant_key;
struct ac_shader_variant_key;
void
radv_hash_shader(unsigned char *hash, struct radv_shader_module *module,
const char *entrypoint,
const VkSpecializationInfo *spec_info,
const struct radv_pipeline_layout *layout,
const union ac_shader_variant_key *key,
const struct ac_shader_variant_key *key,
uint32_t is_geom_copy_shader);
static inline gl_shader_stage