u_blitter: Create all shaders on demand
Not all of these are used in every context, so this can make a significant difference for short-lived contexts such as in piglit tests. Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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51131c423c
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b84b9eae20
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@ -130,6 +130,7 @@ struct blitter_context_priv
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unsigned dst_height;
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boolean has_geometry_shader;
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boolean has_layered;
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boolean has_stream_out;
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boolean has_stencil_export;
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boolean has_texture_multisample;
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@ -288,28 +289,24 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe)
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}
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}
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/* Fragment shaders are created on-demand, except these.
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* The interpolation must be constant for integer texture clearing to work.
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*/
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ctx->fs_empty = util_make_empty_fragment_shader(pipe);
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ctx->fs_write_one_cbuf =
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util_make_fragment_passthrough_shader(pipe, TGSI_SEMANTIC_GENERIC,
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TGSI_INTERPOLATE_CONSTANT, FALSE);
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ctx->fs_write_all_cbufs =
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util_make_fragment_passthrough_shader(pipe, TGSI_SEMANTIC_GENERIC,
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TGSI_INTERPOLATE_CONSTANT, TRUE);
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ctx->has_layered =
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pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID) &&
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pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT);
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/* vertex shaders */
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{
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_GENERIC };
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const uint semantic_indices[] = { 0, 0 };
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ctx->vs =
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util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
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semantic_indices);
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}
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/* set invariant vertex coordinates */
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for (i = 0; i < 4; i++)
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ctx->vertices[i][0][3] = 1; /*v.w*/
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if (ctx->has_stream_out) {
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ctx->upload = u_upload_create(pipe, 65536, 4, PIPE_BIND_VERTEX_BUFFER);
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return &ctx->base;
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}
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static void bind_vs_pos_only(struct blitter_context_priv *ctx)
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{
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struct pipe_context *pipe = ctx->base.pipe;
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if (!ctx->vs_pos_only) {
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struct pipe_stream_output_info so;
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION };
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const uint semantic_indices[] = { 0 };
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@ -324,18 +321,71 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe)
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semantic_indices, &so);
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}
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if (pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID) &&
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pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT)) {
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pipe->bind_vs_state(pipe, ctx->vs_pos_only);
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}
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static void bind_vs_passthrough(struct blitter_context_priv *ctx)
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{
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struct pipe_context *pipe = ctx->base.pipe;
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if (!ctx->vs) {
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_GENERIC };
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const uint semantic_indices[] = { 0, 0 };
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ctx->vs =
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util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
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semantic_indices);
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}
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pipe->bind_vs_state(pipe, ctx->vs);
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}
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static void bind_vs_layered(struct blitter_context_priv *ctx)
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{
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struct pipe_context *pipe = ctx->base.pipe;
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if (!ctx->vs_layered) {
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ctx->vs_layered = util_make_layered_clear_vertex_shader(pipe);
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}
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/* set invariant vertex coordinates */
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for (i = 0; i < 4; i++)
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ctx->vertices[i][0][3] = 1; /*v.w*/
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pipe->bind_vs_state(pipe, ctx->vs_layered);
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}
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ctx->upload = u_upload_create(pipe, 65536, 4, PIPE_BIND_VERTEX_BUFFER);
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static void bind_fs_empty(struct blitter_context_priv *ctx)
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{
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struct pipe_context *pipe = ctx->base.pipe;
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return &ctx->base;
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if (!ctx->fs_empty) {
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ctx->fs_empty = util_make_empty_fragment_shader(pipe);
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}
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pipe->bind_fs_state(pipe, ctx->fs_empty);
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}
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static void bind_fs_write_one_cbuf(struct blitter_context_priv *ctx)
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{
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struct pipe_context *pipe = ctx->base.pipe;
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if (!ctx->fs_write_one_cbuf) {
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ctx->fs_write_one_cbuf =
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util_make_fragment_passthrough_shader(pipe, TGSI_SEMANTIC_GENERIC,
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TGSI_INTERPOLATE_CONSTANT, FALSE);
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}
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pipe->bind_fs_state(pipe, ctx->fs_write_one_cbuf);
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}
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static void bind_fs_write_all_cbufs(struct blitter_context_priv *ctx)
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{
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struct pipe_context *pipe = ctx->base.pipe;
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if (!ctx->fs_write_all_cbufs) {
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ctx->fs_write_all_cbufs =
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util_make_fragment_passthrough_shader(pipe, TGSI_SEMANTIC_GENERIC,
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TGSI_INTERPOLATE_CONSTANT, TRUE);
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}
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pipe->bind_fs_state(pipe, ctx->fs_write_all_cbufs);
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}
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void util_blitter_destroy(struct blitter_context *blitter)
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@ -361,7 +411,8 @@ void util_blitter_destroy(struct blitter_context *blitter)
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pipe->delete_rasterizer_state(pipe, ctx->rs_state_scissor);
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if (ctx->rs_discard_state)
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pipe->delete_rasterizer_state(pipe, ctx->rs_discard_state);
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pipe->delete_vs_state(pipe, ctx->vs);
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if (ctx->vs)
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pipe->delete_vs_state(pipe, ctx->vs);
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if (ctx->vs_pos_only)
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pipe->delete_vs_state(pipe, ctx->vs_pos_only);
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if (ctx->vs_layered)
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@ -408,9 +459,12 @@ void util_blitter_destroy(struct blitter_context *blitter)
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ctx->delete_fs_state(pipe, ctx->fs_resolve_uint[i][j][f]);
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}
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ctx->delete_fs_state(pipe, ctx->fs_empty);
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ctx->delete_fs_state(pipe, ctx->fs_write_one_cbuf);
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ctx->delete_fs_state(pipe, ctx->fs_write_all_cbufs);
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if (ctx->fs_empty)
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ctx->delete_fs_state(pipe, ctx->fs_empty);
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if (ctx->fs_write_one_cbuf)
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ctx->delete_fs_state(pipe, ctx->fs_write_one_cbuf);
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if (ctx->fs_write_all_cbufs)
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ctx->delete_fs_state(pipe, ctx->fs_write_all_cbufs);
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pipe->delete_sampler_state(pipe, ctx->sampler_state_rect_linear);
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pipe->delete_sampler_state(pipe, ctx->sampler_state_rect);
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@ -1021,7 +1075,11 @@ static void blitter_set_common_draw_rect_state(struct blitter_context_priv *ctx,
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pipe->bind_rasterizer_state(pipe, scissor ? ctx->rs_state_scissor
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: ctx->rs_state);
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pipe->bind_vs_state(pipe, vs_layered ? ctx->vs_layered : ctx->vs);
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if (vs_layered)
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bind_vs_layered(ctx);
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else
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bind_vs_passthrough(ctx);
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if (ctx->has_geometry_shader)
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pipe->bind_gs_state(pipe, NULL);
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if (ctx->has_stream_out)
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@ -1118,7 +1176,7 @@ static void util_blitter_clear_custom(struct blitter_context *blitter,
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struct pipe_context *pipe = ctx->base.pipe;
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struct pipe_stencil_ref sr = { { 0 } };
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assert(ctx->vs_layered || num_layers <= 1);
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assert(ctx->has_layered || num_layers <= 1);
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blitter_set_running_flag(ctx);
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blitter_check_saved_vertex_states(ctx);
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@ -1148,12 +1206,12 @@ static void util_blitter_clear_custom(struct blitter_context *blitter,
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pipe->set_stencil_ref(pipe, &sr);
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pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
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ctx->bind_fs_state(pipe, ctx->fs_write_all_cbufs);
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bind_fs_write_all_cbufs(ctx);
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pipe->set_sample_mask(pipe, ~0);
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blitter_set_dst_dimensions(ctx, width, height);
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if (num_layers > 1 && ctx->vs_layered) {
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if (num_layers > 1 && ctx->has_layered) {
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blitter_set_common_draw_rect_state(ctx, FALSE, TRUE);
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blitter_set_clear_color(ctx, color);
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blitter_draw(ctx, 0, 0, width, height, depth, num_layers);
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@ -1680,7 +1738,7 @@ void util_blitter_clear_render_target(struct blitter_context *blitter,
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/* bind states */
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pipe->bind_blend_state(pipe, ctx->blend[PIPE_MASK_RGBA]);
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pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
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ctx->bind_fs_state(pipe, ctx->fs_write_one_cbuf);
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bind_fs_write_one_cbuf(ctx);
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pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
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/* set a framebuffer state */
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@ -1748,7 +1806,7 @@ void util_blitter_clear_depth_stencil(struct blitter_context *blitter,
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/* hmm that should be illegal probably, or make it a no-op somewhere */
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pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
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ctx->bind_fs_state(pipe, ctx->fs_empty);
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bind_fs_empty(ctx);
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pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
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/* set a framebuffer state */
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@ -1799,7 +1857,10 @@ void util_blitter_custom_depth_stencil(struct blitter_context *blitter,
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pipe->bind_blend_state(pipe, cbsurf ? ctx->blend[PIPE_MASK_RGBA] :
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ctx->blend[0]);
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pipe->bind_depth_stencil_alpha_state(pipe, dsa_stage);
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ctx->bind_fs_state(pipe, cbsurf ? ctx->fs_write_one_cbuf : ctx->fs_empty);
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if (cbsurf)
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bind_fs_write_one_cbuf(ctx);
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else
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bind_fs_empty(ctx);
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pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
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/* set a framebuffer state */
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@ -1876,7 +1937,7 @@ void util_blitter_copy_buffer(struct blitter_context *blitter,
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pipe->set_vertex_buffers(pipe, ctx->base.vb_slot, 1, &vb);
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pipe->bind_vertex_elements_state(pipe, ctx->velem_state_readbuf[0]);
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pipe->bind_vs_state(pipe, ctx->vs_pos_only);
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bind_vs_pos_only(ctx);
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if (ctx->has_geometry_shader)
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pipe->bind_gs_state(pipe, NULL);
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pipe->bind_rasterizer_state(pipe, ctx->rs_discard_state);
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@ -1936,7 +1997,7 @@ void util_blitter_clear_buffer(struct blitter_context *blitter,
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pipe->set_vertex_buffers(pipe, ctx->base.vb_slot, 1, &vb);
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pipe->bind_vertex_elements_state(pipe,
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ctx->velem_state_readbuf[num_channels-1]);
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pipe->bind_vs_state(pipe, ctx->vs_pos_only);
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bind_vs_pos_only(ctx);
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if (ctx->has_geometry_shader)
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pipe->bind_gs_state(pipe, NULL);
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pipe->bind_rasterizer_state(pipe, ctx->rs_discard_state);
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@ -1978,7 +2039,7 @@ void util_blitter_custom_resolve_color(struct blitter_context *blitter,
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pipe->bind_blend_state(pipe, custom_blend);
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pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
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pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
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ctx->bind_fs_state(pipe, ctx->fs_write_one_cbuf);
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bind_fs_write_one_cbuf(ctx);
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pipe->set_sample_mask(pipe, sample_mask);
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memset(&surf_tmpl, 0, sizeof(surf_tmpl));
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@ -2041,7 +2102,7 @@ void util_blitter_custom_color(struct blitter_context *blitter,
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pipe->bind_blend_state(pipe, custom_blend ? custom_blend
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: ctx->blend[PIPE_MASK_RGBA]);
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pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
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ctx->bind_fs_state(pipe, ctx->fs_write_one_cbuf);
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bind_fs_write_one_cbuf(ctx);
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pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
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pipe->set_sample_mask(pipe, (1ull << MAX2(1, dstsurf->texture->nr_samples)) - 1);
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