virgl: add shader images to virgl_shader_binding_state
It replaces virgl_context::images. Signed-off-by: Chia-I Wu <olvaffe@gmail.com> Reviewed-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
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@ -179,13 +179,16 @@ static void virgl_attach_res_shader_images(struct virgl_context *vctx,
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enum pipe_shader_type shader_type)
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{
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struct virgl_winsys *vws = virgl_screen(vctx->base.screen)->vws;
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const struct virgl_shader_binding_state *binding =
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&vctx->shader_bindings[shader_type];
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uint32_t remaining_mask = binding->image_enabled_mask;
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struct virgl_resource *res;
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unsigned i;
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for (i = 0; i < PIPE_MAX_SHADER_IMAGES; i++) {
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res = virgl_resource(vctx->images[shader_type][i]);
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if (res) {
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vws->emit_res(vws, vctx->cbuf, res->hw_res, FALSE);
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}
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while (remaining_mask) {
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int i = u_bit_scan(&remaining_mask);
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res = virgl_resource(binding->images[i].resource);
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assert(res);
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vws->emit_res(vws, vctx->cbuf, res->hw_res, FALSE);
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}
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}
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@ -1079,17 +1082,20 @@ static void virgl_set_shader_images(struct pipe_context *ctx,
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{
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struct virgl_context *vctx = virgl_context(ctx);
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struct virgl_screen *rs = virgl_screen(ctx->screen);
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struct virgl_shader_binding_state *binding =
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&vctx->shader_bindings[shader];
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binding->image_enabled_mask &= ~u_bit_consecutive(start_slot, count);
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for (unsigned i = 0; i < count; i++) {
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unsigned idx = start_slot + i;
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if (images) {
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if (images[i].resource) {
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pipe_resource_reference(&vctx->images[shader][idx], images[i].resource);
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continue;
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}
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if (images && images[i].resource) {
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pipe_resource_reference(&binding->images[idx].resource,
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images[i].resource);
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binding->images[idx] = images[i];
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binding->image_enabled_mask |= 1 << idx;
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} else {
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pipe_resource_reference(&binding->images[idx].resource, NULL);
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}
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pipe_resource_reference(&vctx->images[shader][idx], NULL);
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}
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uint32_t max_shader_images = (shader == PIPE_SHADER_FRAGMENT || shader == PIPE_SHADER_COMPUTE) ?
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@ -1182,6 +1188,11 @@ virgl_release_shader_binding(struct virgl_context *vctx,
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int i = u_bit_scan(&binding->ssbo_enabled_mask);
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pipe_resource_reference(&binding->ssbos[i].buffer, NULL);
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}
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while (binding->image_enabled_mask) {
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int i = u_bit_scan(&binding->image_enabled_mask);
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pipe_resource_reference(&binding->images[i].resource, NULL);
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}
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}
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static void
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@ -60,6 +60,9 @@ struct virgl_shader_binding_state {
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struct pipe_shader_buffer ssbos[PIPE_MAX_SHADER_BUFFERS];
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uint32_t ssbo_enabled_mask;
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struct pipe_image_view images[PIPE_MAX_SHADER_IMAGES];
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uint32_t image_enabled_mask;
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};
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struct virgl_context {
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@ -86,7 +89,6 @@ struct virgl_context {
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struct virgl_so_target so_targets[PIPE_MAX_SO_BUFFERS];
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unsigned num_so_targets;
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struct pipe_resource *images[PIPE_SHADER_TYPES][PIPE_MAX_SHADER_BUFFERS];
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uint32_t num_draws, num_compute;
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struct pipe_resource *atomic_buffers[PIPE_MAX_HW_ATOMIC_BUFFERS];
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