zink: split up creating zink_shader objects and VkShaderModule objects
authorMike Blumenkrantz <michael.blumenkrantz@gmail.com>
Sat, 13 Jun 2020 16:54:36 +0000 (12:54 -0400)
committerMarge Bot <eric+marge@anholt.net>
Fri, 7 Aug 2020 12:36:59 +0000 (12:36 +0000)
commit0f059d550bd935c923acd5355de0916ddd6a2f84
tree92e79f8e980649ce8fa6655d42785485e0375c8d
parenta03d17ede778610f2c66099d0d5342cf09ef12a2
zink: split up creating zink_shader objects and VkShaderModule objects

the actual VkShaderModule is only needed when we're creating a program to
draw with, so this can be split off for "uncompiled" and "compiled" shader
objects which will facilitate implementing shader keys

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5970>
src/gallium/drivers/zink/zink_compiler.c
src/gallium/drivers/zink/zink_compiler.h
src/gallium/drivers/zink/zink_draw.c
src/gallium/drivers/zink/zink_pipeline.c
src/gallium/drivers/zink/zink_program.c
src/gallium/drivers/zink/zink_program.h