r600: work out shader export mask at shader build time (v1.1)
authorDave Airlie <airlied@redhat.com>
Mon, 5 Feb 2018 03:46:23 +0000 (13:46 +1000)
committerDave Airlie <airlied@redhat.com>
Tue, 6 Feb 2018 20:16:27 +0000 (06:16 +1000)
commit5b14e06d8b42e2b08ebc52b6c314ef8647d87a1f
tree4bb3abd05c3936f8a34df9ea9f03010ace25d642
parentf292eceae1d3bc0462d626d6857dbf51c48fbc92
r600: work out shader export mask at shader build time (v1.1)

Since enhanced layouts allows setting specific MRT outputs, we
can get sparse outputs, so we have to calculate the shader
mask earlier.

v1.1: update checks for state update (Roland)

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
src/gallium/drivers/r600/evergreen_state.c
src/gallium/drivers/r600/r600_pipe.h
src/gallium/drivers/r600/r600_shader.c
src/gallium/drivers/r600/r600_shader.h
src/gallium/drivers/r600/r600_state.c
src/gallium/drivers/r600/r600_state_common.c