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So far, we were doing the compilation to qpu when the pipeline was created (as part of vkCreateGraphicsPipeline). But this would not be correct when some specific descriptors are involved, like textures. For that case some nir lowerings depend on the texture format, and that info is not available until the specific descriptors are bound to the command buffer. In the same way, the same command buffer with a given pipeline could get their descriptor bound again. So it would be needed to support compilation variants of the same shader. So finally, the v3d_key would work as keys, as the variants would be tracked with a hash table. This commit introduces the new structures for that. What we were building as the final qpu shader would become the initial default variant for the pipeline. We are also saving the keys used at that point, to avoid needing to fully regenerate them when a new variant is created. Not just for performance, but also to avoid needing to track the graphics pipeline create info structure. The code to handle updating the current variant would be done on following commits. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766> |
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| .. | ||
| cle | ||
| clif | ||
| common | ||
| compiler | ||
| drm-shim | ||
| qpu | ||
| simulator | ||
| vulkan | ||
| .editorconfig | ||
| Android.cle.mk | ||
| Android.genxml.mk | ||
| Android.mk | ||
| Makefile.sources | ||
| meson.build | ||