freedreno/a6xx+ir3: stop generating pointless binning shaders
authorRob Clark <robdclark@chromium.org>
Sat, 20 Jun 2020 19:39:14 +0000 (12:39 -0700)
committerRob Clark <robdclark@chromium.org>
Fri, 26 Jun 2020 15:53:00 +0000 (08:53 -0700)
commit83b97bf161f50371a09fdc02b3ca045671469b09
tree251bcf9e7ff0cfe84bd2f66852d69669e0220f22
parentfdbe1ffaf74c4b1e913947cff5f3f40ab7b5feca
freedreno/a6xx+ir3: stop generating pointless binning shaders

Currently we always do sysmem if there is tess.  And for GS, the binning
pass VS ends up identical to the draw pass VS, so no point in compiling
it twice.  (For GS what we should do someday is generate a binning pass
GS, and possibly if we can do cross-stage linking opts, an optimized
binning pass VS, but the required outputs would somehow have to end up
in the shader variant key.)

Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5372>
src/freedreno/ir3/ir3_shader.h
src/freedreno/vulkan/tu_pipeline.c
src/gallium/drivers/freedreno/a6xx/fd6_program.c
src/gallium/drivers/freedreno/ir3/ir3_cache.c