From c73d9bd64388bb77194085e882702011fb6e17f8 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Marek=20Ol=C5=A1=C3=A1k?= Date: Thu, 20 Apr 2017 01:10:17 +0200 Subject: [PATCH] radeonsi: separate out code for selecting the VS prolog MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Reviewed-by: Nicolai Hähnle --- src/gallium/drivers/radeonsi/si_shader.c | 46 +++++++++++++++--------- 1 file changed, 29 insertions(+), 17 deletions(-) diff --git a/src/gallium/drivers/radeonsi/si_shader.c b/src/gallium/drivers/radeonsi/si_shader.c index 9640d8a187e..8b467ea342d 100644 --- a/src/gallium/drivers/radeonsi/si_shader.c +++ b/src/gallium/drivers/radeonsi/si_shader.c @@ -7870,6 +7870,32 @@ static void si_build_vs_epilog_function(struct si_shader_context *ctx, LLVMBuildRetVoid(gallivm->builder); } +static bool si_get_vs_prolog(struct si_screen *sscreen, + LLVMTargetMachineRef tm, + struct si_shader *shader, + struct pipe_debug_callback *debug, + struct si_shader *main_part, + const struct si_vs_prolog_bits *key) +{ + struct si_shader_selector *vs = main_part->selector; + + /* The prolog is a no-op if there are no inputs. */ + if (!vs->vs_needs_prolog) + return true; + + /* Get the prolog. */ + union si_shader_part_key prolog_key; + si_get_vs_prolog_key(&vs->info, main_part->info.num_input_sgprs, + key, shader, &prolog_key); + + shader->prolog = + si_get_shader_part(sscreen, &sscreen->vs_prologs, + PIPE_SHADER_VERTEX, true, &prolog_key, tm, + debug, si_build_vs_prolog_function, + "Vertex Shader Prolog"); + return shader->prolog != NULL; +} + /** * Create & compile a vertex shader epilog. This a helper used by VS and TES. */ @@ -7899,23 +7925,9 @@ static bool si_shader_select_vs_parts(struct si_screen *sscreen, struct si_shader *shader, struct pipe_debug_callback *debug) { - if (shader->selector->vs_needs_prolog) { - union si_shader_part_key prolog_key; - - /* Get the prolog. */ - si_get_vs_prolog_key(&shader->selector->info, - shader->info.num_input_sgprs, - &shader->key.part.vs.prolog, - shader, &prolog_key); - shader->prolog = - si_get_shader_part(sscreen, &sscreen->vs_prologs, - PIPE_SHADER_VERTEX, true, - &prolog_key, tm, debug, - si_build_vs_prolog_function, - "Vertex Shader Prolog"); - if (!shader->prolog) - return false; - } + if (!si_get_vs_prolog(sscreen, tm, shader, debug, shader, + &shader->key.part.vs.prolog)) + return false; /* Get the epilog. */ if (!shader->key.as_es && !shader->key.as_ls && -- 2.30.2