Shaders are the largest thing we hash now, so they benefit from a faster
hash.
Change the field name from `sha1` to `hash` to avoid tying the definition
to a particular algorithm. This doubles down as a precaution against
callers still assuming a 20-byte hash (in which case the compilation will
error out).
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22571>
The helper used ralloc which is unusual for vulkan objects, did not
handle allocation failures properly and was only useful for RADV.
Reviewed-by: Tatsuyuki Ishi <ishitatsuyuki@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19700>
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>
This encapsulates all the little bits needed to turn a shader module
into some mostly reasonable NIR. It handles inlining functions,
lowering variable initializers, handling per-member structs and other
trickiness that is needed for consuming the output of spirv_to_nir.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15305>