lavapipe: fix shader access stage conversion from mesa -> pipe

ok ok but this time it's fixed and works I promise

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17758>
This commit is contained in:
Mike Blumenkrantz 2022-07-26 14:42:22 -04:00 committed by Marge Bot
parent bbe8400949
commit fc1eec0a27
1 changed files with 6 additions and 5 deletions

View File

@ -975,17 +975,18 @@ static void handle_graphics_pipeline(struct vk_cmd_queue_entry *cmd,
} }
static void static void
handle_pipeline_access(struct rendering_state *state, enum pipe_shader_type pstage) handle_pipeline_access(struct rendering_state *state, gl_shader_stage stage)
{ {
enum pipe_shader_type pstage = pipe_shader_type_from_mesa(stage);
for (unsigned i = 0; i < PIPE_MAX_SHADER_IMAGES; i++) { for (unsigned i = 0; i < PIPE_MAX_SHADER_IMAGES; i++) {
state->iv[pstage][i].access = 0; state->iv[pstage][i].access = 0;
state->iv[pstage][i].shader_access = 0; state->iv[pstage][i].shader_access = 0;
} }
u_foreach_bit(idx, state->access[pstage].images_read) { u_foreach_bit(idx, state->access[stage].images_read) {
state->iv[pstage][idx].access |= PIPE_IMAGE_ACCESS_READ; state->iv[pstage][idx].access |= PIPE_IMAGE_ACCESS_READ;
state->iv[pstage][idx].shader_access |= PIPE_IMAGE_ACCESS_READ; state->iv[pstage][idx].shader_access |= PIPE_IMAGE_ACCESS_READ;
} }
u_foreach_bit(idx, state->access[pstage].images_written) { u_foreach_bit(idx, state->access[stage].images_written) {
state->iv[pstage][idx].access |= PIPE_IMAGE_ACCESS_WRITE; state->iv[pstage][idx].access |= PIPE_IMAGE_ACCESS_WRITE;
state->iv[pstage][idx].shader_access |= PIPE_IMAGE_ACCESS_WRITE; state->iv[pstage][idx].shader_access |= PIPE_IMAGE_ACCESS_WRITE;
} }
@ -997,10 +998,10 @@ static void handle_pipeline(struct vk_cmd_queue_entry *cmd,
LVP_FROM_HANDLE(lvp_pipeline, pipeline, cmd->u.bind_pipeline.pipeline); LVP_FROM_HANDLE(lvp_pipeline, pipeline, cmd->u.bind_pipeline.pipeline);
if (pipeline->is_compute_pipeline) { if (pipeline->is_compute_pipeline) {
handle_compute_pipeline(cmd, state); handle_compute_pipeline(cmd, state);
handle_pipeline_access(state, PIPE_SHADER_COMPUTE); handle_pipeline_access(state, MESA_SHADER_COMPUTE);
} else { } else {
handle_graphics_pipeline(cmd, state); handle_graphics_pipeline(cmd, state);
for (unsigned i = 0; i < PIPE_SHADER_COMPUTE; i++) for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++)
handle_pipeline_access(state, i); handle_pipeline_access(state, i);
} }
state->push_size[pipeline->is_compute_pipeline] = pipeline->layout->push_constant_size; state->push_size[pipeline->is_compute_pipeline] = pipeline->layout->push_constant_size;