zink: add precompilation for compute shaders

for compute shaders that don't need spec constants or cube lowering,
precompiles are possible and can be performed immediately after disk
cache lookup completes

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18197>
This commit is contained in:
Mike Blumenkrantz 2022-08-12 11:23:22 -04:00 committed by Marge Bot
parent 9ee059b5b3
commit eb9ec4baa7

View file

@ -732,6 +732,15 @@ equals_compute_pipeline_state_local_size(const void *a, const void *b)
sa->module == sb->module;
}
static void
precompile_compute(struct zink_compute_program *comp, struct zink_screen *screen)
{
zink_screen_get_pipeline_cache(screen, &comp->base, true);
comp->base_pipeline = zink_create_compute_pipeline(screen, comp, NULL);
if (comp->base_pipeline)
zink_screen_update_pipeline_cache(screen, &comp->base, true);
}
static struct zink_compute_program *
create_compute_program(struct zink_context *ctx, nir_shader *nir)
{
@ -761,7 +770,11 @@ create_compute_program(struct zink_context *ctx, nir_shader *nir)
if (!zink_descriptor_program_init(ctx, &comp->base))
goto fail;
zink_screen_get_pipeline_cache(screen, &comp->base, false);
if (comp->use_local_size || (!screen->info.have_EXT_non_seamless_cube_map && comp->shader->has_cubes)) {
zink_screen_get_pipeline_cache(screen, &comp->base, false);
} else {
precompile_compute(comp, screen);
}
return comp;
fail: