anv/pipeline: set active_stages early
Since the intermediate states of active_stages are not used, i.e. active_stages is read only after all stages were set into it, just set its value before compiling the shaders. This will allow to conditionally run certain passes based on what other shaders are being used, e.g. a certain pass might only be applicable to the vertex shader if there's no geometry or tessellation shader being used. v2: Use vk_to_mesa_shader_stage. (Lionel) Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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@ -501,7 +501,6 @@ anv_pipeline_add_compiled_stage(struct anv_pipeline *pipeline,
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struct anv_shader_bin *shader)
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{
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pipeline->shaders[stage] = shader;
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pipeline->active_stages |= mesa_to_vk_shader_stage(stage);
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}
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static VkResult
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@ -1334,11 +1333,18 @@ anv_pipeline_init(struct anv_pipeline *pipeline,
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const VkPipelineShaderStageCreateInfo *pStages[MESA_SHADER_STAGES] = {};
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struct anv_shader_module *modules[MESA_SHADER_STAGES] = {};
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for (uint32_t i = 0; i < pCreateInfo->stageCount; i++) {
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gl_shader_stage stage = ffs(pCreateInfo->pStages[i].stage) - 1;
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VkShaderStageFlagBits vk_stage = pCreateInfo->pStages[i].stage;
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gl_shader_stage stage = vk_to_mesa_shader_stage(vk_stage);
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pStages[stage] = &pCreateInfo->pStages[i];
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modules[stage] = anv_shader_module_from_handle(pStages[stage]->module);
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pipeline->active_stages |= vk_stage;
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}
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if (pipeline->active_stages & VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT)
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pipeline->active_stages |= VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT;
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assert(pipeline->active_stages & VK_SHADER_STAGE_VERTEX_BIT);
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if (modules[MESA_SHADER_VERTEX]) {
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result = anv_pipeline_compile_vs(pipeline, cache, pCreateInfo,
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modules[MESA_SHADER_VERTEX],
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@ -1378,7 +1384,7 @@ anv_pipeline_init(struct anv_pipeline *pipeline,
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goto compile_fail;
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}
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assert(pipeline->active_stages & VK_SHADER_STAGE_VERTEX_BIT);
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assert(pipeline->shaders[MESA_SHADER_VERTEX]);
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anv_pipeline_setup_l3_config(pipeline, false);
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@ -1787,6 +1787,7 @@ compute_pipeline_create(
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pipeline->needs_data_cache = false;
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assert(pCreateInfo->stage.stage == VK_SHADER_STAGE_COMPUTE_BIT);
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pipeline->active_stages |= VK_SHADER_STAGE_COMPUTE_BIT;
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ANV_FROM_HANDLE(anv_shader_module, module, pCreateInfo->stage.module);
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result = anv_pipeline_compile_cs(pipeline, cache, pCreateInfo, module,
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pCreateInfo->stage.pName,
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