zink: redo slot mapping again for the last time really I mean it
authorMike Blumenkrantz <michael.blumenkrantz@gmail.com>
Tue, 30 Jun 2020 19:10:12 +0000 (15:10 -0400)
committerMarge Bot <eric+marge@anholt.net>
Wed, 14 Oct 2020 13:46:05 +0000 (13:46 +0000)
commitf85488ab827412114f2cb4ff9ee54aafd751454d
tree4e374e03d2e837d44e4fdc14a68e319b8e21e4c3
parent4f144dc92ce221e0c7106436a1c2a43da2e9f733
zink: redo slot mapping again for the last time really I mean it

now that shader compiling is happening all at once, we can store the slot
map on zink_gfx_program directly and reserve it dynamically in order to
use up only the slots that are actually being used across all shader stages

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7100>
src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c
src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.h
src/gallium/drivers/zink/zink_compiler.c
src/gallium/drivers/zink/zink_compiler.h
src/gallium/drivers/zink/zink_program.c
src/gallium/drivers/zink/zink_program.h