turnip: Refactor linkage state setup.

As I touch this for descriptor set reworks, I don't want to have to update
it twice.

Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3240>
This commit is contained in:
Eric Anholt 2019-12-20 14:26:44 -08:00
parent 28eb481bc2
commit 2dc2055157

View file

@ -1620,6 +1620,21 @@ tu_pipeline_builder_parse_dynamic(struct tu_pipeline_builder *builder,
}
}
static void
tu_pipeline_set_linkage(struct tu_program_descriptor_linkage *link,
struct tu_shader *shader,
struct ir3_shader_variant *v)
{
link->ubo_state = v->shader->ubo_state;
link->const_state = v->shader->const_state;
link->constlen = v->constlen;
link->texture_map = shader->texture_map;
link->sampler_map = shader->sampler_map;
link->ubo_map = shader->ubo_map;
link->ssbo_map = shader->ssbo_map;
link->image_mapping = v->image_mapping;
}
static void
tu_pipeline_builder_parse_shader_stages(struct tu_pipeline_builder *builder,
struct tu_pipeline *pipeline)
@ -1638,17 +1653,9 @@ tu_pipeline_builder_parse_shader_stages(struct tu_pipeline_builder *builder,
if (!builder->shaders[i])
continue;
struct tu_program_descriptor_linkage *link = &pipeline->program.link[i];
struct ir3_shader *shader = builder->shaders[i]->variants[0].shader;
link->ubo_state = shader->ubo_state;
link->const_state = shader->const_state;
link->constlen = builder->shaders[i]->variants[0].constlen;
link->texture_map = builder->shaders[i]->texture_map;
link->sampler_map = builder->shaders[i]->sampler_map;
link->ubo_map = builder->shaders[i]->ubo_map;
link->ssbo_map = builder->shaders[i]->ssbo_map;
link->image_mapping = builder->shaders[i]->variants[0].image_mapping;
tu_pipeline_set_linkage(&pipeline->program.link[i],
builder->shaders[i],
&builder->shaders[i]->variants[0]);
}
}
@ -2081,17 +2088,10 @@ tu_compute_pipeline_create(VkDevice device,
if (result != VK_SUCCESS)
return result;
struct tu_program_descriptor_linkage *link = &pipeline->program.link[MESA_SHADER_COMPUTE];
struct ir3_shader_variant *v = &shader->variants[0];
link->ubo_state = v->shader->ubo_state;
link->const_state = v->shader->const_state;
link->constlen = v->constlen;
link->texture_map = shader->texture_map;
link->sampler_map = shader->sampler_map;
link->ubo_map = shader->ubo_map;
link->ssbo_map = shader->ssbo_map;
link->image_mapping = v->image_mapping;
tu_pipeline_set_linkage(&pipeline->program.link[MESA_SHADER_COMPUTE],
shader, v);
result = tu_compute_upload_shader(device, pipeline, shader);
if (result != VK_SUCCESS)