lavapipe: set image access on pipeline bind, not descriptor bind

this is where the access originates, so set it here

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17739>
This commit is contained in:
Mike Blumenkrantz 2022-07-25 11:32:02 -04:00 committed by Marge Bot
parent a18708e5ce
commit 725cdfb0ad
1 changed files with 23 additions and 14 deletions

View File

@ -1103,14 +1103,35 @@ static void handle_graphics_pipeline(struct vk_cmd_queue_entry *cmd,
}
}
static void
handle_pipeline_access(struct rendering_state *state, enum pipe_shader_type pstage)
{
for (unsigned i = 0; i < PIPE_MAX_SHADER_IMAGES; i++) {
state->iv[pstage][i].access = 0;
state->iv[pstage][i].shader_access = 0;
}
u_foreach_bit(idx, state->access[pstage].images_read) {
state->iv[pstage][idx].access |= PIPE_IMAGE_ACCESS_READ;
state->iv[pstage][idx].shader_access |= PIPE_IMAGE_ACCESS_READ;
}
u_foreach_bit(idx, state->access[pstage].images_written) {
state->iv[pstage][idx].access |= PIPE_IMAGE_ACCESS_WRITE;
state->iv[pstage][idx].shader_access |= PIPE_IMAGE_ACCESS_WRITE;
}
}
static void handle_pipeline(struct vk_cmd_queue_entry *cmd,
struct rendering_state *state)
{
LVP_FROM_HANDLE(lvp_pipeline, pipeline, cmd->u.bind_pipeline.pipeline);
if (pipeline->is_compute_pipeline)
if (pipeline->is_compute_pipeline) {
handle_compute_pipeline(cmd, state);
else
handle_pipeline_access(state, PIPE_SHADER_COMPUTE);
} else {
handle_graphics_pipeline(cmd, state);
for (unsigned i = 0; i < PIPE_SHADER_COMPUTE; i++)
handle_pipeline_access(state, i);
}
state->push_size[pipeline->is_compute_pipeline] = pipeline->layout->push_constant_size;
state->pipeline[pipeline->is_compute_pipeline] = pipeline;
}
@ -1355,18 +1376,6 @@ static void fill_image_view_stage(struct rendering_state *state,
state->iv[p_stage][idx].u.tex.level = 0;
}
assert(idx < 32);
state->iv[p_stage][idx].access = 0;
state->iv[p_stage][idx].shader_access = 0;
if (state->access[stage].images_read & BITFIELD_BIT(idx)) {
state->iv[p_stage][idx].access |= PIPE_IMAGE_ACCESS_READ;
state->iv[p_stage][idx].shader_access |= PIPE_IMAGE_ACCESS_READ;
}
if (state->access[stage].images_written & BITFIELD_BIT(idx)) {
state->iv[p_stage][idx].access |= PIPE_IMAGE_ACCESS_WRITE;
state->iv[p_stage][idx].shader_access |= PIPE_IMAGE_ACCESS_WRITE;
}
if (state->num_shader_images[p_stage] <= idx)
state->num_shader_images[p_stage] = idx + 1;