panfrost: Unify ctx->vs and ctx->fs

It's a little verbose, but this way we can support other shader stages
without too much contortion.

Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This commit is contained in:
Alyssa Rosenzweig 2019-07-31 14:13:30 -07:00
parent 4b93152c29
commit ac6aa93f9e
3 changed files with 21 additions and 25 deletions

View File

@ -38,11 +38,11 @@ panfrost_blitter_save(
util_blitter_save_vertex_buffer_slot(blitter, ctx->vertex_buffers);
util_blitter_save_vertex_elements(blitter, ctx->vertex);
util_blitter_save_vertex_shader(blitter, ctx->vs);
util_blitter_save_vertex_shader(blitter, ctx->shader[PIPE_SHADER_VERTEX]);
util_blitter_save_rasterizer(blitter, ctx->rasterizer);
util_blitter_save_viewport(blitter, &ctx->pipe_viewport);
util_blitter_save_scissor(blitter, &ctx->scissor);
util_blitter_save_fragment_shader(blitter, ctx->fs);
util_blitter_save_fragment_shader(blitter, ctx->shader[PIPE_SHADER_FRAGMENT]);
util_blitter_save_blend(blitter, ctx->blend);
util_blitter_save_depth_stencil_alpha(blitter, ctx->depth_stencil);
util_blitter_save_stencil_ref(blitter, &ctx->stencil_ref);

View File

@ -528,8 +528,8 @@ panfrost_emit_varying_descriptor(
{
/* Load the shaders */
struct panfrost_shader_state *vs = &ctx->vs->variants[ctx->vs->active_variant];
struct panfrost_shader_state *fs = &ctx->fs->variants[ctx->fs->active_variant];
struct panfrost_shader_state *vs = &ctx->shader[PIPE_SHADER_VERTEX]->variants[ctx->shader[PIPE_SHADER_VERTEX]->active_variant];
struct panfrost_shader_state *fs = &ctx->shader[PIPE_SHADER_FRAGMENT]->variants[ctx->shader[PIPE_SHADER_FRAGMENT]->active_variant];
unsigned int num_gen_varyings = 0;
/* Allocate the varying descriptor */
@ -656,8 +656,8 @@ panfrost_vertex_buffer_address(struct panfrost_context *ctx, unsigned i)
static bool
panfrost_writes_point_size(struct panfrost_context *ctx)
{
assert(ctx->vs);
struct panfrost_shader_state *vs = &ctx->vs->variants[ctx->vs->active_variant];
assert(ctx->shader[PIPE_SHADER_VERTEX]);
struct panfrost_shader_state *vs = &ctx->shader[PIPE_SHADER_VERTEX]->variants[ctx->shader[PIPE_SHADER_VERTEX]->active_variant];
return vs->writes_point_size && ctx->payloads[PIPE_SHADER_FRAGMENT].prefix.draw_mode == MALI_POINTS;
}
@ -1049,9 +1049,9 @@ panfrost_emit_for_draw(struct panfrost_context *ctx, bool with_vertex_data)
* uploads */
ctx->dirty |= PAN_DIRTY_VS;
if (ctx->dirty & PAN_DIRTY_VS) {
assert(ctx->vs);
assert(ctx->shader[PIPE_SHADER_VERTEX]);
struct panfrost_shader_state *vs = &ctx->vs->variants[ctx->vs->active_variant];
struct panfrost_shader_state *vs = &ctx->shader[PIPE_SHADER_VERTEX]->variants[ctx->shader[PIPE_SHADER_VERTEX]->active_variant];
ctx->payloads[PIPE_SHADER_VERTEX].postfix._shader_upper =
panfrost_patch_shader_state(ctx, vs, PIPE_SHADER_VERTEX, true) >> 4;
@ -1069,12 +1069,12 @@ panfrost_emit_for_draw(struct panfrost_context *ctx, bool with_vertex_data)
}
/* TODO: Maybe dirty track FS, maybe not. For now, it's transient. */
if (ctx->fs)
if (ctx->shader[PIPE_SHADER_FRAGMENT])
ctx->dirty |= PAN_DIRTY_FS;
if (ctx->dirty & PAN_DIRTY_FS) {
assert(ctx->fs);
struct panfrost_shader_state *variant = &ctx->fs->variants[ctx->fs->active_variant];
assert(ctx->shader[PIPE_SHADER_FRAGMENT]);
struct panfrost_shader_state *variant = &ctx->shader[PIPE_SHADER_FRAGMENT]->variants[ctx->shader[PIPE_SHADER_FRAGMENT]->active_variant];
panfrost_patch_shader_state(ctx, variant, PIPE_SHADER_FRAGMENT, false);
@ -1256,8 +1256,8 @@ panfrost_emit_for_draw(struct panfrost_context *ctx, bool with_vertex_data)
for (int i = 0; i <= PIPE_SHADER_FRAGMENT; ++i) {
struct panfrost_constant_buffer *buf = &ctx->constant_buffer[i];
struct panfrost_shader_state *vs = &ctx->vs->variants[ctx->vs->active_variant];
struct panfrost_shader_state *fs = &ctx->fs->variants[ctx->fs->active_variant];
struct panfrost_shader_state *vs = &ctx->shader[PIPE_SHADER_VERTEX]->variants[ctx->shader[PIPE_SHADER_VERTEX]->active_variant];
struct panfrost_shader_state *fs = &ctx->shader[PIPE_SHADER_FRAGMENT]->variants[ctx->shader[PIPE_SHADER_FRAGMENT]->active_variant];
struct panfrost_shader_state *ss = (i == PIPE_SHADER_FRAGMENT) ? fs : vs;
/* Uniforms are implicitly UBO #0 */
@ -1285,11 +1285,11 @@ panfrost_emit_for_draw(struct panfrost_context *ctx, bool with_vertex_data)
switch (i) {
case PIPE_SHADER_VERTEX:
uniform_count = ctx->vs->variants[ctx->vs->active_variant].uniform_count;
uniform_count = ctx->shader[PIPE_SHADER_VERTEX]->variants[ctx->shader[PIPE_SHADER_VERTEX]->active_variant].uniform_count;
break;
case PIPE_SHADER_FRAGMENT:
uniform_count = ctx->fs->variants[ctx->fs->active_variant].uniform_count;
uniform_count = ctx->shader[PIPE_SHADER_FRAGMENT]->variants[ctx->shader[PIPE_SHADER_FRAGMENT]->active_variant].uniform_count;
break;
default:
@ -1856,10 +1856,10 @@ panfrost_bind_rasterizer_state(
/* Point sprites are emulated */
struct panfrost_shader_state *variant =
ctx->fs ? &ctx->fs->variants[ctx->fs->active_variant] : NULL;
ctx->shader[PIPE_SHADER_FRAGMENT] ? &ctx->shader[PIPE_SHADER_FRAGMENT]->variants[ctx->shader[PIPE_SHADER_FRAGMENT]->active_variant] : NULL;
if (ctx->rasterizer->base.sprite_coord_enable || (variant && variant->point_sprite_mask))
ctx->base.bind_fs_state(&ctx->base, ctx->fs);
ctx->base.bind_fs_state(&ctx->base, ctx->shader[PIPE_SHADER_FRAGMENT]);
}
static void *
@ -2061,11 +2061,11 @@ panfrost_bind_shader_state(
struct panfrost_context *ctx = pan_context(pctx);
if (type == PIPE_SHADER_FRAGMENT) {
ctx->fs = hwcso;
ctx->shader[PIPE_SHADER_FRAGMENT] = hwcso;
ctx->dirty |= PAN_DIRTY_FS;
} else {
assert(type == PIPE_SHADER_VERTEX);
ctx->vs = hwcso;
ctx->shader[PIPE_SHADER_VERTEX] = hwcso;
ctx->dirty |= PAN_DIRTY_VS;
}
@ -2429,7 +2429,7 @@ panfrost_bind_depth_stencil_state(struct pipe_context *pipe,
if (depth_stencil->alpha.enabled) {
/* We need to trigger a new shader (maybe) */
ctx->base.bind_fs_state(&ctx->base, ctx->fs);
ctx->base.bind_fs_state(&ctx->base, ctx->shader[PIPE_SHADER_FRAGMENT]);
}
/* Stencil state */

View File

@ -144,12 +144,8 @@ struct panfrost_context {
struct panfrost_constant_buffer constant_buffer[PIPE_SHADER_TYPES];
/* CSOs */
struct panfrost_rasterizer *rasterizer;
struct panfrost_shader_variants *vs;
struct panfrost_shader_variants *fs;
struct panfrost_shader_variants *shader[PIPE_SHADER_TYPES];
struct panfrost_vertex_state *vertex;
struct pipe_vertex_buffer vertex_buffers[PIPE_MAX_ATTRIBS];