When compilation is required, we should return
VK_PIPELINE_COMPILE_REQUIRED. The spec prevents the application from
passing a module or SPIR-V code so we have nothing to compile if the
cache lookup fails :
VUID-VkPipelineShaderStageCreateInfo-stage-06844:
If a shader module identifier is specified for this stage, a
VkShaderModuleCreateInfo structure must not be present in the pNext
chain
VUID-VkPipelineShaderStageCreateInfo-stage-06848:
If a shader module identifier is specified for this stage, module
must be VK_NULL_HANDLE
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11208
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29340>
These implementations are built on top of vk_shader. For the most part,
the driver shouldn't notice a difference between draws consuming
pipelines vs. draws consuming shaders. The only real difference is
that, when vk_driver_shader_ops::compile() is called for pipelines, a
struct vk_graphics_pipeline_state is provided. For shader objects, the
state object will be NULL indicating that all state is unknown. Besides
that, all the rest of the differences between Vulkan 1.0 pipelines,
VK_EXT_graphics_pipeline_library, and VK_EXT_shader_object are handled
by the Vulkan runtime code.
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27024>
We need to be able to thunk through a destroy callback if we want to
have different kinds of pipelines implemented in different parts of the
stack.
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27024>
And replace the various homegrown or copy-pasted helpers in drivers.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25436>
This follows the pipeline libraries method of including SPIR-V and lets
you provide the NIR shader without wrapping it in a VkShaderModule.
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24335>
This is useful for implementing VK_EXT_pipeline_robustness because it
automatically gathers all the bits from everywhere for you.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18690>
All drivers implement some sort of shader hashing, but each of
them does it slightly differently. Let's provide a generic helper
to avoid new copies of the same logic and encourage new drivers
to use one of the already implemented function.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17186>
This is similar to vk_shader_module_to_nir only it takes a
VkPipelineShaderStageCreateInfo and handles
VK_KHR_graphics_pipeline_library semantics for when a
VkShaderModuleCreateInfo is provided instead of an actual module.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17196>