radeonsi: always use async compiles when creating shader/compute states
authorNicolai Hähnle <nicolai.haehnle@amd.com>
Sun, 22 Oct 2017 15:38:43 +0000 (17:38 +0200)
committerNicolai Hähnle <nicolai.haehnle@amd.com>
Thu, 9 Nov 2017 10:53:20 +0000 (11:53 +0100)
commitf76a6cb337f979fb26d3233d7e0ff208ec8885bb
tree21091663e2eaafc21711a7b77b91c3984f83d490
parentb650fc09c3a35ca624aad5fe4b5c34867708f116
radeonsi: always use async compiles when creating shader/compute states

With Gallium threaded contexts, creating shader/compute states is
effectively a screen operation, so we should not use context state.

In particular, this allows us to avoid using the context's LLVM
TargetMachine.

This isn't an issue yet because u_threaded_context filters out non-async
debug callbacks, and we disable threaded contexts for debug contexts.
However, we may want to change that in the future.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
src/gallium/drivers/radeonsi/si_compute.c
src/gallium/drivers/radeonsi/si_state_shaders.c