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authorJason Ekstrand <[email protected]>2017-04-27 06:25:06 -0700
committerJason Ekstrand <[email protected]>2017-05-03 11:25:46 -0700
commitdcb6a68bb4f69dd83f65dfbaecd4c8a0be7aec12 (patch)
treec39042bddaa0a6d18b1b14d71e80c3f4645fe999 /src/intel/vulkan/anv_private.h
parentd6b8106eeacb38ef2189e905b01c3e3eeb9cc992 (diff)
anv: Move shader hashing to anv_pipeline
Shader hashing is very closely related to shader compilation. Putting them right next to each other in anv_pipeline makes it easier to verify that we're actually hashing everything we need to be hashing. The only real change (other than the order of hashing) is that we now hash in the shader stage. Reviewed-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/intel/vulkan/anv_private.h')
-rw-r--r--src/intel/vulkan/anv_private.h6
1 files changed, 0 insertions, 6 deletions
diff --git a/src/intel/vulkan/anv_private.h b/src/intel/vulkan/anv_private.h
index b12d4a55cc8..4e742170da2 100644
--- a/src/intel/vulkan/anv_private.h
+++ b/src/intel/vulkan/anv_private.h
@@ -1712,12 +1712,6 @@ struct anv_shader_module {
char data[0];
};
-void anv_hash_shader(unsigned char *hash, const void *key, size_t key_size,
- struct anv_shader_module *module,
- const char *entrypoint,
- const struct anv_pipeline_layout *pipeline_layout,
- const VkSpecializationInfo *spec_info);
-
static inline gl_shader_stage
vk_to_mesa_shader_stage(VkShaderStageFlagBits vk_stage)
{