zink: always compile shaders in pipeline order
authorMike Blumenkrantz <michael.blumenkrantz@gmail.com>
Tue, 30 Jun 2020 13:59:57 +0000 (09:59 -0400)
committerMarge Bot <eric+marge@anholt.net>
Fri, 7 Aug 2020 12:36:59 +0000 (12:36 +0000)
commit6196f2aa9370978724be7dbedf4931889a54062b
tree1e480b057032da33d72cc469f364ae5596f1cda4
parentc312299316cc97d86d5ca642c6b4d502f9a3ff73
zink: always compile shaders in pipeline order

in order to accurately perform slot/location mapping that's consistent across
stages, we need to go through the stages in order so that we can pass each successive
slot map allocation along to the next compiled stage

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_program.c