nvc0: share shaders between contexts and build immediately

Avoid deferring building shaders until draw time, should hopefully
reduce any stuttering, as well as enable shader-db style analysis.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
This commit is contained in:
Ilia Mirkin 2015-10-20 18:50:54 -04:00
parent b75fff70d8
commit a5bae7b31d
3 changed files with 7 additions and 1 deletions

View file

@ -181,6 +181,7 @@ nvc0_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_TGSI_TXQS:
case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
case PIPE_CAP_SHAREABLE_SHADERS:
return 1;
case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
return (class_3d >= NVE4_3D_CLASS) ? 1 : 0;
@ -203,7 +204,6 @@ nvc0_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_VERTEXID_NOBASE:
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
case PIPE_CAP_SHAREABLE_SHADERS:
return 0;
case PIPE_CAP_VENDOR_ID:

View file

@ -680,6 +680,9 @@ nvc0_sp_state_create(struct pipe_context *pipe,
if (cso->stream_output.num_outputs)
prog->pipe.stream_output = cso->stream_output;
prog->translated = nvc0_program_translate(
prog, nvc0_context(pipe)->screen->base.device->chipset);
return (void *)prog;
}

View file

@ -606,6 +606,9 @@ nvc0_switch_pipe_context(struct nvc0_context *ctx_to)
ctx_to->constbuf_dirty[s] = (1 << NVC0_MAX_PIPE_CONSTBUFS) - 1;
}
/* Reset tfb as the shader that owns it may have been deleted. */
ctx_to->state.tfb = NULL;
if (!ctx_to->vertex)
ctx_to->dirty &= ~(NVC0_NEW_VERTEX | NVC0_NEW_ARRAYS);
if (!ctx_to->idxbuf.buffer)