llvmpipe: bind vertex/geometry shader images
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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2909c654b0
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@ -105,6 +105,13 @@ llvmpipe_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
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llvmpipe_prepare_geometry_sampling(lp,
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lp->num_sampler_views[PIPE_SHADER_GEOMETRY],
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lp->sampler_views[PIPE_SHADER_GEOMETRY]);
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llvmpipe_prepare_vertex_images(lp,
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lp->num_images[PIPE_SHADER_VERTEX],
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lp->images[PIPE_SHADER_VERTEX]);
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llvmpipe_prepare_geometry_images(lp,
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lp->num_images[PIPE_SHADER_GEOMETRY],
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lp->images[PIPE_SHADER_GEOMETRY]);
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if (lp->gs && lp->gs->no_tokens) {
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/* we have an empty geometry shader with stream output, so
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attach the stream output info to the current vertex shader */
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@ -137,4 +137,13 @@ llvmpipe_prepare_geometry_sampling(struct llvmpipe_context *ctx,
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unsigned num,
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struct pipe_sampler_view **views);
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void
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llvmpipe_prepare_vertex_images(struct llvmpipe_context *lp,
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unsigned num,
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struct pipe_image_view *views);
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void
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llvmpipe_prepare_geometry_images(struct llvmpipe_context *lp,
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unsigned num,
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struct pipe_image_view *views);
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#endif
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@ -356,6 +356,116 @@ llvmpipe_prepare_geometry_sampling(struct llvmpipe_context *lp,
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prepare_shader_sampling(lp, num, views, PIPE_SHADER_GEOMETRY);
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}
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static void
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prepare_shader_images(
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struct llvmpipe_context *lp,
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unsigned num,
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struct pipe_image_view *views,
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enum pipe_shader_type shader_type)
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{
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unsigned i;
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uint32_t row_stride;
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uint32_t img_stride;
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const void *addr;
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assert(num <= PIPE_MAX_SHADER_SAMPLER_VIEWS);
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if (!num)
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return;
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for (i = 0; i < num; i++) {
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struct pipe_image_view *view = i < num ? &views[i] : NULL;
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if (view) {
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struct pipe_resource *img = view->resource;
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struct llvmpipe_resource *lp_img = llvmpipe_resource(img);
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if (!img)
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continue;
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unsigned width0 = img->width0;
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unsigned num_layers = img->depth0;
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if (!lp_img->dt) {
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/* regular texture - setup array of mipmap level offsets */
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struct pipe_resource *res = view->resource;
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if (llvmpipe_resource_is_texture(res)) {
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uint32_t mip_offset = lp_img->mip_offsets[view->u.tex.level];
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addr = lp_img->tex_data;
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if (img->target == PIPE_TEXTURE_1D_ARRAY ||
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img->target == PIPE_TEXTURE_2D_ARRAY ||
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img->target == PIPE_TEXTURE_3D ||
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img->target == PIPE_TEXTURE_CUBE ||
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img->target == PIPE_TEXTURE_CUBE_ARRAY) {
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num_layers = view->u.tex.last_layer - view->u.tex.first_layer + 1;
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assert(view->u.tex.first_layer <= view->u.tex.last_layer);
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mip_offset += view->u.tex.first_layer * lp_img->img_stride[view->u.tex.level];
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}
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row_stride = lp_img->row_stride[view->u.tex.level];
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img_stride = lp_img->img_stride[view->u.tex.level];
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addr = (uint8_t *)addr + mip_offset;
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}
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else {
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unsigned view_blocksize = util_format_get_blocksize(view->format);
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addr = lp_img->data;
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/* probably don't really need to fill that out */
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row_stride = 0;
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img_stride = 0;
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/* everything specified in number of elements here. */
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width0 = view->u.buf.size / view_blocksize;
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addr = (uint8_t *)addr + view->u.buf.offset;
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assert(view->u.buf.offset + view->u.buf.size <= res->width0);
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}
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}
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else {
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/* display target texture/surface */
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/*
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* XXX: Where should this be unmapped?
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*/
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struct llvmpipe_screen *screen = llvmpipe_screen(img->screen);
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struct sw_winsys *winsys = screen->winsys;
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addr = winsys->displaytarget_map(winsys, lp_img->dt,
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PIPE_TRANSFER_READ);
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row_stride = lp_img->row_stride[0];
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img_stride = lp_img->img_stride[0];
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assert(addr);
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}
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draw_set_mapped_image(lp->draw,
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shader_type,
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i,
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width0, img->height0, num_layers,
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addr,
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row_stride, img_stride);
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}
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}
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}
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/**
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* Called whenever we're about to draw (no dirty flag, FIXME?).
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*/
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void
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llvmpipe_prepare_vertex_images(struct llvmpipe_context *lp,
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unsigned num,
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struct pipe_image_view *views)
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{
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prepare_shader_images(lp, num, views, PIPE_SHADER_VERTEX);
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}
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/**
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* Called whenever we're about to draw (no dirty flag, FIXME?).
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*/
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void
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llvmpipe_prepare_geometry_images(struct llvmpipe_context *lp,
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unsigned num,
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struct pipe_image_view *views)
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{
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prepare_shader_images(lp, num, views, PIPE_SHADER_GEOMETRY);
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}
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void
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llvmpipe_init_sampler_funcs(struct llvmpipe_context *llvmpipe)
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