This way the the bind map (which we're caching) is mostly independent of
the pipeline layout. The only coupling remaining is that we pull the array
size of a binding out of the layout. However, that size is also specified
in the shader and should always match so it's not really coupled. This
rendering issues in Dota 2.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
The old method pushed data for each channels uvec3 data of
gl_LocalInvocationID.
The new method pushes 1 dword of data that is a 'thread local ID'
value. Based on that value, we can generate gl_LocalInvocationIndex
and gl_LocalInvocationID with some calculations.
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The cross thread constant support appears on Haswell. It allows us to
upload a set of uniform data for all threads without duplicating it
per thread.
We also support per-thread data which allows us to store a per-thread
ID in one of the uniforms that can be used to calculate the
gl_LocalInvocationIndex and gl_LocalInvocationID variables.
v4:
* Support the old local ID push constant layout as well (Jason)
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This is in contrast to emitting it directly in vkCmdPipelineBarrier. This
has a couple of advantages. First, it means that no matter how many
vkCmdPipelineBarrier calls the application strings together it gets one or
two PIPE_CONTROLs. Second, it allow us to better track when we need to do
stalls because we can flag when a flush has happened and we need a stall.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Instead of blasting it out as part of the pipeline, we put it in the
command buffer and only blast it out when it's really needed. Since the
PUSH_CONSTANT_ALLOC commands aren't pipelined, they immediately cause a
stall which we would like to avoid.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Avoid excessive state emission. Relevant state for an action command
will get set by the user:
From Chapter 5. Command Buffers,
When a command buffer begins recording, all state in that command
buffer is undefined.
[...]
Whenever the state of a command buffer is undefined, the application
must set all relevant state on the command buffer before any state
dependent commands such as draws and dispatches are recorded, otherwise
the behavior of executing that command buffer is undefined.
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Previously, we would always emit all of the render targets in the subpass.
This commit changes it so that we compact render targets just like we do
with other resources. Render targets are represented in the surface map by
using a descriptor set index of UINT16_MAX.
Both logic and indentation suggests that the ; were not intended here.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>