zink: move shader key structs into their own header
this is going to get messy as we fill them out, so at least we can keep things split up a bit for organizational sake Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7193>
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@@ -31,6 +31,7 @@
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#include "util/u_inlines.h"
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#include "util/u_inlines.h"
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#include "zink_context.h"
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#include "zink_context.h"
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#include "zink_shader_keys.h"
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struct zink_screen;
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struct zink_screen;
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struct zink_shader;
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struct zink_shader;
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@@ -48,23 +49,6 @@ struct zink_shader_module {
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VkShaderModule shader;
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VkShaderModule shader;
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};
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};
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struct zink_fs_key {
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unsigned shader_id;
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//bool flat_shade;
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};
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/* a shader key is used for swapping out shader modules based on pipeline states,
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* e.g., if sampleCount changes, we must verify that the fs doesn't need a recompile
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* to account for GL ignoring gl_SampleMask in some cases when VK will not
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* which allows us to avoid recompiling shaders when the pipeline state changes repeatedly
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*/
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struct zink_shader_key {
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union {
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struct zink_fs_key fs;
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} key;
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uint32_t size;
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};
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/* the shader cache stores a mapping of zink_shader_key::VkShaderModule */
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/* the shader cache stores a mapping of zink_shader_key::VkShaderModule */
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struct zink_shader_cache {
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struct zink_shader_cache {
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struct pipe_reference reference;
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struct pipe_reference reference;
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@@ -0,0 +1,53 @@
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/*
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* Copyright 2020 Mike Blumenkrantz
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/** this file exists for organization and to be included in nir_to_spirv/ without pulling in extra deps */
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#ifndef ZINK_SHADER_KEYS_H
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# define ZINK_SHADER_KEYS_H
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struct zink_fs_key {
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unsigned shader_id;
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//bool flat_shade;
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};
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/* a shader key is used for swapping out shader modules based on pipeline states,
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* e.g., if sampleCount changes, we must verify that the fs doesn't need a recompile
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* to account for GL ignoring gl_SampleMask in some cases when VK will not
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* which allows us to avoid recompiling shaders when the pipeline state changes repeatedly
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*/
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struct zink_shader_key {
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union {
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struct zink_fs_key fs;
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} key;
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uint32_t size;
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};
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static inline const struct zink_fs_key *zink_fs_key(const struct zink_shader_key *key)
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{
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return &key->key.fs;
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}
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#endif
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