anv: Gut anv_pipeline_layout

Almost none of the data in anv_pipeline_layout is used anymore thanks to
doing real layout in the pipeline itself.
This commit is contained in:
Jason Ekstrand 2016-02-17 18:03:21 -08:00
parent c2581a9375
commit 005b9ac758
2 changed files with 16 additions and 100 deletions

View File

@ -197,108 +197,36 @@ VkResult anv_CreatePipelineLayout(
VkPipelineLayout* pPipelineLayout)
{
ANV_FROM_HANDLE(anv_device, device, _device);
struct anv_pipeline_layout l, *layout;
struct anv_pipeline_layout *layout;
assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO);
l.num_sets = pCreateInfo->setLayoutCount;
unsigned dynamic_offset_count = 0;
memset(l.stage, 0, sizeof(l.stage));
for (uint32_t set = 0; set < pCreateInfo->setLayoutCount; set++) {
ANV_FROM_HANDLE(anv_descriptor_set_layout, set_layout,
pCreateInfo->pSetLayouts[set]);
l.set[set].layout = set_layout;
l.set[set].dynamic_offset_start = dynamic_offset_count;
for (uint32_t b = 0; b < set_layout->binding_count; b++) {
if (set_layout->binding[b].dynamic_offset_index >= 0)
dynamic_offset_count += set_layout->binding[b].array_size;
}
for (gl_shader_stage s = 0; s < MESA_SHADER_STAGES; s++) {
l.set[set].stage[s].surface_start = l.stage[s].surface_count;
l.set[set].stage[s].sampler_start = l.stage[s].sampler_count;
l.set[set].stage[s].image_start = l.stage[s].image_count;
for (uint32_t b = 0; b < set_layout->binding_count; b++) {
unsigned array_size = set_layout->binding[b].array_size;
if (set_layout->binding[b].stage[s].surface_index >= 0) {
l.stage[s].surface_count += array_size;
if (set_layout->binding[b].dynamic_offset_index >= 0)
l.stage[s].has_dynamic_offsets = true;
}
if (set_layout->binding[b].stage[s].sampler_index >= 0)
l.stage[s].sampler_count += array_size;
if (set_layout->binding[b].stage[s].image_index >= 0)
l.stage[s].image_count += array_size;
}
}
}
unsigned num_bindings = 0;
for (gl_shader_stage s = 0; s < MESA_SHADER_STAGES; s++) {
num_bindings += l.stage[s].surface_count +
l.stage[s].sampler_count +
l.stage[s].image_count;
}
size_t size = sizeof(*layout) + num_bindings * sizeof(layout->entries[0]);
layout = anv_alloc2(&device->alloc, pAllocator, size, 8,
layout = anv_alloc2(&device->alloc, pAllocator, sizeof(*layout), 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (layout == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
/* Now we can actually build our surface and sampler maps */
struct anv_pipeline_binding *entry = layout->entries;
for (gl_shader_stage s = 0; s < MESA_SHADER_STAGES; s++) {
l.stage[s].surface_to_descriptor = entry;
entry += l.stage[s].surface_count;
l.stage[s].sampler_to_descriptor = entry;
entry += l.stage[s].sampler_count;
entry += l.stage[s].image_count;
layout->num_sets = pCreateInfo->setLayoutCount;
int surface = 0;
int sampler = 0;
for (uint32_t set = 0; set < pCreateInfo->setLayoutCount; set++) {
struct anv_descriptor_set_layout *set_layout = l.set[set].layout;
unsigned dynamic_offset_count = 0;
for (uint32_t b = 0; b < set_layout->binding_count; b++) {
unsigned array_size = set_layout->binding[b].array_size;
unsigned set_offset = set_layout->binding[b].descriptor_index;
memset(layout->stage, 0, sizeof(layout->stage));
for (uint32_t set = 0; set < pCreateInfo->setLayoutCount; set++) {
ANV_FROM_HANDLE(anv_descriptor_set_layout, set_layout,
pCreateInfo->pSetLayouts[set]);
layout->set[set].layout = set_layout;
if (set_layout->binding[b].stage[s].surface_index >= 0) {
assert(surface == l.set[set].stage[s].surface_start +
set_layout->binding[b].stage[s].surface_index);
for (unsigned i = 0; i < array_size; i++) {
l.stage[s].surface_to_descriptor[surface + i].set = set;
l.stage[s].surface_to_descriptor[surface + i].offset = set_offset + i;
}
surface += array_size;
}
if (set_layout->binding[b].stage[s].sampler_index >= 0) {
assert(sampler == l.set[set].stage[s].sampler_start +
set_layout->binding[b].stage[s].sampler_index);
for (unsigned i = 0; i < array_size; i++) {
l.stage[s].sampler_to_descriptor[sampler + i].set = set;
l.stage[s].sampler_to_descriptor[sampler + i].offset = set_offset + i;
}
sampler += array_size;
}
layout->set[set].dynamic_offset_start = dynamic_offset_count;
for (uint32_t b = 0; b < set_layout->binding_count; b++) {
if (set_layout->binding[b].dynamic_offset_index >= 0)
dynamic_offset_count += set_layout->binding[b].array_size;
for (gl_shader_stage s = 0; s < MESA_SHADER_STAGES; s++) {
if (set_layout->binding[b].stage[s].surface_index >= 0)
layout->stage[s].has_dynamic_offsets = true;
}
}
}
/* Finally, we're done setting it up, copy into the allocated version */
*layout = l;
*pPipelineLayout = anv_pipeline_layout_to_handle(layout);
return VK_SUCCESS;

View File

@ -986,25 +986,13 @@ struct anv_pipeline_layout {
struct {
struct anv_descriptor_set_layout *layout;
uint32_t dynamic_offset_start;
struct {
uint32_t surface_start;
uint32_t sampler_start;
uint32_t image_start;
} stage[MESA_SHADER_STAGES];
} set[MAX_SETS];
uint32_t num_sets;
struct {
bool has_dynamic_offsets;
uint32_t surface_count;
struct anv_pipeline_binding *surface_to_descriptor;
uint32_t sampler_count;
struct anv_pipeline_binding *sampler_to_descriptor;
uint32_t image_count;
} stage[MESA_SHADER_STAGES];
struct anv_pipeline_binding entries[0];
};
struct anv_buffer {