struct si_screen;
struct si_shader;
+struct si_shader_ctx_state;
struct si_shader_selector;
struct si_texture;
struct si_qbo_state;
void si_get_active_slot_masks(const struct tgsi_shader_info *info,
uint32_t *const_and_shader_buffers,
uint64_t *samplers_and_images);
+int si_shader_select_with_key(struct si_screen *sscreen,
+ struct si_shader_ctx_state *state,
+ struct si_compiler_ctx_state *compiler_state,
+ struct si_shader_key *key,
+ int thread_index,
+ bool optimized_or_none);
/* si_state_draw.c */
void si_emit_cache_flush(struct si_context *sctx);
return true;
}
-/* Select the hw shader variant depending on the current state. */
-static int si_shader_select_with_key(struct si_screen *sscreen,
- struct si_shader_ctx_state *state,
- struct si_compiler_ctx_state *compiler_state,
- struct si_shader_key *key,
- int thread_index)
+/**
+ * Select a shader variant according to the shader key.
+ *
+ * \param optimized_or_none If the key describes an optimized shader variant and
+ * the compilation isn't finished, don't select any
+ * shader and return an error.
+ */
+int si_shader_select_with_key(struct si_screen *sscreen,
+ struct si_shader_ctx_state *state,
+ struct si_compiler_ctx_state *compiler_state,
+ struct si_shader_key *key,
+ int thread_index,
+ bool optimized_or_none)
{
struct si_shader_selector *sel = state->cso;
struct si_shader_selector *previous_stage_sel = NULL;
memcmp(¤t->key, key, sizeof(*key)) == 0)) {
if (unlikely(!util_queue_fence_is_signalled(¤t->ready))) {
if (current->is_optimized) {
+ if (optimized_or_none)
+ return -1;
+
memset(&key->opt, 0, sizeof(key->opt));
goto current_not_ready;
}
* shader so as not to cause a stall due to compilation.
*/
if (iter->is_optimized) {
+ if (optimized_or_none)
+ return -1;
memset(&key->opt, 0, sizeof(key->opt));
goto again;
}
util_queue_fence_wait(&previous_stage_sel->ready);
}
- /* Compile the main shader part if it doesn't exist. This can happen
- * if the initial guess was wrong. */
bool is_pure_monolithic =
sscreen->use_monolithic_shaders ||
memcmp(&key->mono, &zeroed.mono, sizeof(key->mono)) != 0;
+ /* Compile the main shader part if it doesn't exist. This can happen
+ * if the initial guess was wrong.
+ */
if (!is_pure_monolithic) {
bool ok;
memcmp(&key->opt, &zeroed.opt, sizeof(key->opt)) != 0;
/* If it's an optimized shader, compile it asynchronously. */
- if (shader->is_optimized &&
- !is_pure_monolithic &&
- thread_index < 0) {
+ if (shader->is_optimized && thread_index < 0) {
/* Compile it asynchronously. */
util_queue_add_job(&sscreen->shader_compiler_queue_low_priority,
shader, &shader->ready,
if (sscreen->options.sync_compile)
util_queue_fence_wait(&shader->ready);
+ if (optimized_or_none)
+ return -1;
goto again;
}
si_shader_selector_key(ctx, state->cso, &key);
return si_shader_select_with_key(sctx->screen, state, compiler_state,
- &key, -1);
+ &key, -1, false);
}
static void si_parse_next_shader_property(const struct tgsi_shader_info *info,