v3d: Make an array for frag/vert texture state in the context.

This simplifies a bunch of our texture handling, while introducing the
slots necessary for adding new shader stages.
This commit is contained in:
Eric Anholt 2018-12-04 13:48:10 -08:00
parent d1965344ac
commit 504d06e4c1
7 changed files with 21 additions and 42 deletions

View File

@ -184,10 +184,11 @@ v3d_blitter_save(struct v3d_context *v3d)
util_blitter_save_sample_mask(v3d->blitter, v3d->sample_mask);
util_blitter_save_framebuffer(v3d->blitter, &v3d->framebuffer);
util_blitter_save_fragment_sampler_states(v3d->blitter,
v3d->fragtex.num_samplers,
(void **)v3d->fragtex.samplers);
v3d->tex[PIPE_SHADER_FRAGMENT].num_samplers,
(void **)v3d->tex[PIPE_SHADER_FRAGMENT].samplers);
util_blitter_save_fragment_sampler_views(v3d->blitter,
v3d->fragtex.num_textures, v3d->fragtex.textures);
v3d->tex[PIPE_SHADER_FRAGMENT].num_textures,
v3d->tex[PIPE_SHADER_FRAGMENT].textures);
util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
v3d->streamout.targets);
}

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@ -386,8 +386,6 @@ struct v3d_context {
struct v3d_rasterizer_state *rasterizer;
struct v3d_depth_stencil_alpha_state *zsa;
struct v3d_texture_stateobj verttex, fragtex;
struct v3d_program_stateobj prog;
struct v3d_vertex_stateobj *vtx;
@ -424,6 +422,7 @@ struct v3d_context {
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
struct v3d_vertexbuf_stateobj vertexbuf;
struct v3d_streamout_stateobj streamout;
struct v3d_bo *current_oq;
@ -501,8 +500,7 @@ v3d_ioctl(int fd, unsigned long request, void *arg)
void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
struct v3d_compiled_shader *shader,
struct v3d_constbuf_stateobj *cb,
struct v3d_texture_stateobj *texstate);
enum pipe_shader_type stage);
void v3d_flush(struct pipe_context *pctx);
void v3d_job_init(struct v3d_context *v3d);

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@ -419,7 +419,7 @@ v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
}
memset(key, 0, sizeof(*key));
v3d_setup_shared_key(v3d, &key->base, &v3d->fragtex);
v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_FRAGMENT]);
key->base.shader_state = v3d->prog.bind_fs;
key->is_points = (prim_mode == PIPE_PRIM_POINTS);
key->is_lines = (prim_mode >= PIPE_PRIM_LINES &&
@ -530,7 +530,7 @@ v3d_update_compiled_vs(struct v3d_context *v3d, uint8_t prim_mode)
}
memset(key, 0, sizeof(*key));
v3d_setup_shared_key(v3d, &key->base, &v3d->verttex);
v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_VERTEX]);
key->base.shader_state = v3d->prog.bind_vs;
key->num_fs_inputs = v3d->prog.fs->prog_data.fs->base.num_inputs;
STATIC_ASSERT(sizeof(key->fs_inputs) ==

View File

@ -259,9 +259,10 @@ write_tmu_p1(struct v3d_job *job,
struct v3d_cl_reloc
v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
struct v3d_constbuf_stateobj *cb,
struct v3d_texture_stateobj *texstate)
enum pipe_shader_type stage)
{
struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
struct v3d_job *job = v3d->job;
const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;

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@ -146,16 +146,13 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
/* Upload the uniforms to the indirect CL first */
struct v3d_cl_reloc fs_uniforms =
v3d_write_uniforms(v3d, v3d->prog.fs,
&v3d->constbuf[PIPE_SHADER_FRAGMENT],
&v3d->fragtex);
PIPE_SHADER_FRAGMENT);
struct v3d_cl_reloc vs_uniforms =
v3d_write_uniforms(v3d, v3d->prog.vs,
&v3d->constbuf[PIPE_SHADER_VERTEX],
&v3d->verttex);
PIPE_SHADER_VERTEX);
struct v3d_cl_reloc cs_uniforms =
v3d_write_uniforms(v3d, v3d->prog.cs,
&v3d->constbuf[PIPE_SHADER_VERTEX],
&v3d->verttex);
PIPE_SHADER_VERTEX);
/* See GFXH-930 workaround below */
uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
@ -438,8 +435,8 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
/* Before setting up the draw, flush anything writing to the textures
* that we read from.
*/
v3d_predraw_check_textures(pctx, &v3d->verttex);
v3d_predraw_check_textures(pctx, &v3d->fragtex);
for (int s = 0; s < PIPE_SHADER_TYPES; s++)
v3d_predraw_check_textures(pctx, &v3d->tex[s]);
struct v3d_job *job = v3d_get_job_for_fbo(v3d);
@ -451,7 +448,7 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
* on the last submitted render, rather than tracking the last
* rendering to each texture's BO.
*/
if (v3d->verttex.num_textures) {
if (v3d->tex[PIPE_SHADER_VERTEX].num_textures) {
perf_debug("Blocking binner on last render "
"due to vertex texturing.\n");
job->submit.in_sync_bcl = v3d->out_sync;

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@ -653,10 +653,10 @@ v3dX(emit_state)(struct pipe_context *pctx)
* the view, so we merge them together at draw time.
*/
if (v3d->dirty & VC5_DIRTY_FRAGTEX)
emit_textures(v3d, &v3d->fragtex);
emit_textures(v3d, &v3d->tex[PIPE_SHADER_FRAGMENT]);
if (v3d->dirty & VC5_DIRTY_VERTTEX)
emit_textures(v3d, &v3d->verttex);
emit_textures(v3d, &v3d->tex[PIPE_SHADER_VERTEX]);
#endif
if (v3d->dirty & VC5_DIRTY_FLAT_SHADE_FLAGS) {

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@ -502,24 +502,6 @@ v3d_set_framebuffer_state(struct pipe_context *pctx,
v3d->dirty |= VC5_DIRTY_FRAMEBUFFER;
}
static struct v3d_texture_stateobj *
v3d_get_stage_tex(struct v3d_context *v3d, enum pipe_shader_type shader)
{
switch (shader) {
case PIPE_SHADER_FRAGMENT:
v3d->dirty |= VC5_DIRTY_FRAGTEX;
return &v3d->fragtex;
break;
case PIPE_SHADER_VERTEX:
v3d->dirty |= VC5_DIRTY_VERTTEX;
return &v3d->verttex;
break;
default:
fprintf(stderr, "Unknown shader target %d\n", shader);
abort();
}
}
static uint32_t translate_wrap(uint32_t pipe_wrap, bool using_nearest)
{
switch (pipe_wrap) {
@ -644,7 +626,7 @@ v3d_sampler_states_bind(struct pipe_context *pctx,
unsigned nr, void **hwcso)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_texture_stateobj *stage_tex = v3d_get_stage_tex(v3d, shader);
struct v3d_texture_stateobj *stage_tex = &v3d->tex[shader];
assert(start == 0);
unsigned i;
@ -876,7 +858,7 @@ v3d_set_sampler_views(struct pipe_context *pctx,
struct pipe_sampler_view **views)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_texture_stateobj *stage_tex = v3d_get_stage_tex(v3d, shader);
struct v3d_texture_stateobj *stage_tex = &v3d->tex[shader];
unsigned i;
unsigned new_nr = 0;