anv/pipeline: Drop anv_pipeline_add_compiled_stage

We can set active_stages much more directly and then it's just candy
around setting pipeline->stages[stage].

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Jason Ekstrand 2017-10-27 14:47:38 -07:00
parent 703a24932a
commit f76d6d8a63
2 changed files with 10 additions and 19 deletions

View File

@ -545,14 +545,6 @@ anv_fill_binding_table(struct brw_stage_prog_data *prog_data, unsigned bias)
prog_data->binding_table.image_start = bias;
}
static void
anv_pipeline_add_compiled_stage(struct anv_pipeline *pipeline,
gl_shader_stage stage,
struct anv_shader_bin *shader)
{
pipeline->shaders[stage] = shader;
}
static VkResult
anv_pipeline_compile_vs(struct anv_pipeline *pipeline,
struct anv_pipeline_cache *cache,
@ -616,7 +608,7 @@ anv_pipeline_compile_vs(struct anv_pipeline *pipeline,
ralloc_free(mem_ctx);
}
anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_VERTEX, bin);
pipeline->shaders[MESA_SHADER_VERTEX] = bin;
return VK_SUCCESS;
}
@ -784,8 +776,8 @@ anv_pipeline_compile_tcs_tes(struct anv_pipeline *pipeline,
ralloc_free(mem_ctx);
}
anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_TESS_CTRL, tcs_bin);
anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_TESS_EVAL, tes_bin);
pipeline->shaders[MESA_SHADER_TESS_CTRL] = tcs_bin;
pipeline->shaders[MESA_SHADER_TESS_EVAL] = tes_bin;
return VK_SUCCESS;
}
@ -854,7 +846,7 @@ anv_pipeline_compile_gs(struct anv_pipeline *pipeline,
ralloc_free(mem_ctx);
}
anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_GEOMETRY, bin);
pipeline->shaders[MESA_SHADER_GEOMETRY] = bin;
return VK_SUCCESS;
}
@ -1012,7 +1004,7 @@ anv_pipeline_compile_fs(struct anv_pipeline *pipeline,
ralloc_free(mem_ctx);
}
anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_FRAGMENT, bin);
pipeline->shaders[MESA_SHADER_FRAGMENT] = bin;
return VK_SUCCESS;
}
@ -1024,6 +1016,8 @@ anv_pipeline_compile_graphics(struct anv_pipeline *pipeline,
{
struct anv_pipeline_stage stages[MESA_SHADER_STAGES] = {};
pipeline->active_stages = 0;
VkResult result;
for (uint32_t i = 0; i < info->stageCount; i++) {
const VkPipelineShaderStageCreateInfo *sinfo = &info->pStages[i];
@ -1084,7 +1078,7 @@ anv_pipeline_compile_graphics(struct anv_pipeline *pipeline,
&stages[s].cache_key,
sizeof(stages[s].cache_key));
if (bin)
anv_pipeline_add_compiled_stage(pipeline, s, bin);
pipeline->shaders[s] = bin;
}
for (unsigned s = 0; s < MESA_SHADER_STAGES; s++) {
@ -1207,7 +1201,8 @@ anv_pipeline_compile_cs(struct anv_pipeline *pipeline,
ralloc_free(mem_ctx);
}
anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_COMPUTE, bin);
pipeline->active_stages = VK_SHADER_STAGE_COMPUTE_BIT;
pipeline->shaders[MESA_SHADER_COMPUTE] = bin;
return VK_SUCCESS;
}
@ -1472,8 +1467,6 @@ anv_pipeline_init(struct anv_pipeline *pipeline,
*/
memset(pipeline->shaders, 0, sizeof(pipeline->shaders));
pipeline->active_stages = 0;
result = anv_pipeline_compile_graphics(pipeline, cache, pCreateInfo);
if (result != VK_SUCCESS) {
anv_reloc_list_finish(&pipeline->batch_relocs, alloc);

View File

@ -1804,8 +1804,6 @@ compute_pipeline_create(
*/
memset(pipeline->shaders, 0, sizeof(pipeline->shaders));
pipeline->active_stages = 0;
pipeline->needs_data_cache = false;
assert(pCreateInfo->stage.stage == VK_SHADER_STAGE_COMPUTE_BIT);