zink: add needs_inlining to zink_shader
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com> Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21238>
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@@ -1048,6 +1048,7 @@ zink_create_gfx_program(struct zink_context *ctx,
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prog->shaders[i] = stages[i];
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prog->stages_present |= BITFIELD_BIT(i);
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prog->optimal_keys &= !prog->shaders[i]->non_fs.is_generated;
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prog->needs_inlining |= prog->shaders[i]->needs_inlining;
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}
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}
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if (stages[MESA_SHADER_TESS_EVAL] && !stages[MESA_SHADER_TESS_CTRL]) {
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@@ -2294,6 +2295,7 @@ zink_set_primitive_emulation_keys(struct zink_context *ctx)
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}
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struct zink_shader *shader = zink_shader_create(screen, nir, NULL);
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shader->needs_inlining = true;
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ctx->gfx_stages[prev_vertex_stage]->non_fs.generated_gs[ctx->gfx_pipeline_state.gfx_prim_mode][zink_prim_type] = shader;
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shader->non_fs.is_generated = true;
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}
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@@ -2347,6 +2349,7 @@ zink_create_primitive_emulation_gs(struct zink_context *ctx)
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}
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struct zink_shader *shader = zink_shader_create(screen, nir, NULL);
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shader->needs_inlining = true;
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ctx->gfx_stages[prev_vertex_stage]->non_fs.generated_gs[ctx->gfx_pipeline_state.gfx_prim_mode][zink_prim_type] = shader;
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shader->non_fs.is_generated = true;
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}
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@@ -744,6 +744,7 @@ struct zink_shader {
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bool can_inline;
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bool has_uniforms;
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bool has_edgeflags;
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bool needs_inlining;
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struct spirv_shader *spirv;
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struct {
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