panfrost: Dynamically allocate shader variants
This fixes a crash in LZDoom where over 16 shader variants are needed for a few shaders in some maps, and should also save a few kilobytes of RAM as most of the time only one or two variants of the 8 previously allocated are actually needed. Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
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@ -1759,6 +1759,7 @@ panfrost_delete_shader_state(
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panfrost_bo_unreference(shader_state->bo);
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shader_state->bo = NULL;
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}
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free(cso->variants);
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free(so);
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}
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@ -1958,7 +1959,25 @@ panfrost_bind_shader_state(
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if (variant == -1) {
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/* No variant matched, so create a new one */
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variant = variants->variant_count++;
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assert(variants->variant_count < MAX_SHADER_VARIANTS);
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if (variants->variant_count > variants->variant_space) {
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unsigned old_space = variants->variant_space;
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variants->variant_space *= 2;
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if (variants->variant_space == 0)
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variants->variant_space = 1;
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/* Arbitrary limit to stop runaway programs from
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* creating an unbounded number of shader variants. */
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assert(variants->variant_space < 1024);
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unsigned msize = sizeof(struct panfrost_shader_state);
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variants->variants = realloc(variants->variants,
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variants->variant_space * msize);
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memset(&variants->variants[old_space], 0,
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(variants->variant_space - old_space) * msize);
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}
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struct panfrost_shader_state *v =
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&variants->variants[variant];
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@ -199,7 +199,6 @@ struct panfrost_rasterizer {
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/* Variants bundle together to form the backing CSO, bundling multiple
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* shaders with varying emulated features baked in (alpha test
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* parameters, etc) */
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#define MAX_SHADER_VARIANTS 8
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/* A shader state corresponds to the actual, current variant of the shader */
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struct panfrost_shader_state {
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@ -248,7 +247,9 @@ struct panfrost_shader_variants {
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struct pipe_compute_state cbase;
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};
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struct panfrost_shader_state variants[MAX_SHADER_VARIANTS];
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struct panfrost_shader_state *variants;
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unsigned variant_space;
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unsigned variant_count;
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/* The current active variant */
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