Boris Brezillon dfbec67cb0 panvk: Simplify shader initialization in the pipeline logic
The multi-step compilation is not needed since we don't have clever
linking optimization tricks just yet. Let's handle compilation, shader
upload and renderer state descriptor emission in one step and make as
much as we can stage agnostic. The remaining FS-specific stuff are moved
to init_fs_state().

While at it, move as much information as we can to the
panvk_pipeline_shader object we created, to make the transition to
vk_shader easier.

We also stop using MESA_SHADER_STAGES-sized arrays everywhere, since
we only support vertex and fragment shaders.

Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Mary Guillemard <mary.guillemard@collabora.com>
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28927>
2024-05-22 14:13:16 +00:00
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2022-11-22 19:04:13 +00:00
2024-03-13 15:21:07 +00:00
2024-05-22 05:37:47 +00:00
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2024-05-13 14:32:12 +00:00
2024-04-23 18:31:39 +00:00
2024-04-24 19:51:59 +00:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


Source
------

This repository lives at https://gitlab.freedesktop.org/mesa/mesa.
Other repositories are likely forks, and code found there is not supported.


Build & install
---------------

You can find more information in our documentation (`docs/install.rst
<https://docs.mesa3d.org/install.html>`_), but the recommended way is to use
Meson (`docs/meson.rst <https://docs.mesa3d.org/meson.html>`_):

.. code-block:: sh

  $ mkdir build
  $ cd build
  $ meson ..
  $ sudo ninja install


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------------

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