zink: always inline uniforms when running on a cpu driver
authorMike Blumenkrantz <michael.blumenkrantz@gmail.com>
Tue, 9 Nov 2021 15:44:45 +0000 (10:44 -0500)
committerMarge Bot <emma+marge@anholt.net>
Wed, 10 Nov 2021 01:15:39 +0000 (01:15 +0000)
commit2ac23b4d5831316d9c635efca2d5f430ad2d7788
tree1a98a2d5d1d09735c690885167534c66bbe249e3
parenta8d90c8ed55e77344bcf277934a5ff2fa52d3e15
zink: always inline uniforms when running on a cpu driver

the overhead from creating new inlined shader variants is likely to be less than
the time required to fully optimize and run those variants, so just
inline 100% of the time to cut down shader runs

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13727>
src/gallium/drivers/zink/zink_program.c
src/gallium/drivers/zink/zink_screen.c
src/gallium/drivers/zink/zink_screen.h