v3dv/pipeline: move topology to pipeline
So now we only store it once per pipeline, instead of once per pipeline stage. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
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@ -4134,7 +4134,7 @@ cmd_buffer_emit_draw(struct v3dv_cmd_buffer *cmd_buffer,
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assert(pipeline);
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uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->vs->topology);
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uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->topology);
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if (info->first_instance > 0) {
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v3dv_cl_ensure_space_with_branch(
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@ -4404,7 +4404,7 @@ v3dv_CmdDrawIndexed(VkCommandBuffer commandBuffer,
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assert(job);
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const struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
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uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->vs->topology);
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uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->topology);
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uint8_t index_type = ffs(cmd_buffer->state.index_buffer.index_size) - 1;
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uint32_t index_offset = firstIndex * cmd_buffer->state.index_buffer.index_size;
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@ -4467,7 +4467,7 @@ v3dv_CmdDrawIndirect(VkCommandBuffer commandBuffer,
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assert(job);
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const struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
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uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->vs->topology);
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uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->topology);
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v3dv_cl_ensure_space_with_branch(
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&job->bcl, cl_packet_length(INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS));
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@ -4502,7 +4502,7 @@ v3dv_CmdDrawIndexedIndirect(VkCommandBuffer commandBuffer,
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assert(job);
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const struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
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uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->vs->topology);
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uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->topology);
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uint8_t index_type = ffs(cmd_buffer->state.index_buffer.index_size) - 1;
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v3dv_cl_ensure_space_with_branch(
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@ -1740,13 +1740,6 @@ pipeline_compile_vertex_shader(struct v3dv_pipeline *pipeline,
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if (pipeline->vs_bin == NULL)
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return VK_ERROR_OUT_OF_HOST_MEMORY;
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/* FIXME: likely this to be moved to a gather info method to a full
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* struct inside pipeline_stage
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*/
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const VkPipelineInputAssemblyStateCreateInfo *ia_info =
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pCreateInfo->pInputAssemblyState;
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pipeline->vs->topology = vk_to_pipe_prim_type[ia_info->topology];
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struct v3d_vs_key *key = &pipeline->vs->key.vs;
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pipeline_populate_v3d_vs_key(key, pCreateInfo, pipeline->vs);
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VkResult vk_result;
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@ -2449,7 +2442,7 @@ pack_shader_state_record(struct v3dv_pipeline *pipeline)
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shader.enable_clipping = true;
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shader.point_size_in_shaded_vertex_data =
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pipeline->vs->topology == PIPE_PRIM_POINTS;
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pipeline->topology == PIPE_PRIM_POINTS;
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/* Must be set if the shader modifies Z, discards, or modifies
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* the sample mask. For any of these cases, the fragment
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@ -2749,6 +2742,10 @@ pipeline_init(struct v3dv_pipeline *pipeline,
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pipeline->pass = render_pass;
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pipeline->subpass = &render_pass->subpasses[pCreateInfo->subpass];
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const VkPipelineInputAssemblyStateCreateInfo *ia_info =
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pCreateInfo->pInputAssemblyState;
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pipeline->topology = vk_to_pipe_prim_type[ia_info->topology];
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/* If rasterization is not enabled, various CreateInfo structs must be
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* ignored.
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*/
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@ -1378,11 +1378,6 @@ struct v3dv_pipeline_stage {
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} key;
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struct v3dv_shader_variant*current_variant;
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/* FIXME: only make sense on vs, so perhaps a v3dv key like radv? or a kind
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* of pipe_draw_info
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*/
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enum pipe_prim_type topology;
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};
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/* FIXME: although the full vpm_config is not required at this point, as we
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@ -1654,6 +1649,8 @@ struct v3dv_pipeline {
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} va[MAX_VERTEX_ATTRIBS];
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uint32_t va_count;
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enum pipe_prim_type topology;
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struct v3dv_descriptor_map ubo_map;
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struct v3dv_descriptor_map ssbo_map;
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