Mesa (master): zink: always compile shaders in pipeline order
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Fri Aug 7 12:46:02 UTC 2020
Module: Mesa
Branch: master
Commit: 6196f2aa9370978724be7dbedf4931889a54062b
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=6196f2aa9370978724be7dbedf4931889a54062b
Author: Mike Blumenkrantz <michael.blumenkrantz at gmail.com>
Date: Tue Jun 30 09:59:57 2020 -0400
zink: always compile shaders in pipeline order
in order to accurately perform slot/location mapping that's consistent across
stages, we need to go through the stages in order so that we can pass each successive
slot map allocation along to the next compiled stage
Reviewed-by: Erik Faye-Lund <erik.faye-lund at collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5970>
---
src/gallium/drivers/zink/zink_program.c | 20 ++++++++++++--------
1 file changed, 12 insertions(+), 8 deletions(-)
diff --git a/src/gallium/drivers/zink/zink_program.c b/src/gallium/drivers/zink/zink_program.c
index f6b3acdc84d..550c0506f42 100644
--- a/src/gallium/drivers/zink/zink_program.c
+++ b/src/gallium/drivers/zink/zink_program.c
@@ -138,20 +138,24 @@ update_shader_modules(struct zink_context *ctx, struct zink_shader *stages[ZINK_
{
struct zink_shader *dirty[ZINK_SHADER_COUNT] = {NULL};
+ /* we need to map pipe_shader_type -> gl_shader_stage so we can ensure that we're compiling
+ * the shaders in pipeline order and have builtin input/output locations match up after being compacted
+ */
unsigned dirty_shader_stages = ctx->dirty_shader_stages;
while (dirty_shader_stages) {
unsigned type = u_bit_scan(&dirty_shader_stages);
- dirty[type] = stages[type];
+ dirty[tgsi_processor_to_shader_stage(type)] = stages[type];
}
for (int i = 0; i < ZINK_SHADER_COUNT; ++i) {
+ enum pipe_shader_type type = pipe_shader_type_from_mesa(i);
if (dirty[i]) {
- prog->stages[i] = CALLOC_STRUCT(zink_shader_module);
- assert(prog->stages[i]);
- pipe_reference_init(&prog->stages[i]->reference, 1);
- prog->stages[i]->shader = zink_shader_compile(zink_screen(ctx->base.screen), stages[i]);
- } else if (stages[i]) /* reuse existing shader module */
- zink_shader_module_reference(zink_screen(ctx->base.screen), &prog->stages[i], ctx->curr_program->stages[i]);
- prog->shaders[i] = stages[i];
+ prog->stages[type] = CALLOC_STRUCT(zink_shader_module);
+ assert(prog->stages[type]);
+ pipe_reference_init(&prog->stages[type]->reference, 1);
+ prog->stages[type]->shader = zink_shader_compile(zink_screen(ctx->base.screen), dirty[i]);
+ } else if (stages[type]) /* reuse existing shader module */
+ zink_shader_module_reference(zink_screen(ctx->base.screen), &prog->stages[type], ctx->curr_program->stages[type]);
+ prog->shaders[type] = stages[type];
}
ctx->dirty_shader_stages = 0;
}
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