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authorAlyssa Rosenzweig <[email protected]>2019-07-31 15:05:57 -0700
committerAlyssa Rosenzweig <[email protected]>2019-08-01 16:23:03 -0700
commit3bfdb878aa9b534960b127b69916e9fa85910dd2 (patch)
tree36c4574b77d24c3d7cdf367b89f451c01d2b6b76
parent3b7224190e0d46a21f9caab827659eafcb36c148 (diff)
panfrost: Generalize vertex shader upload
This allows us to reuse the same code path for compute. Signed-off-by: Alyssa Rosenzweig <[email protected]>
-rw-r--r--src/gallium/drivers/panfrost/pan_context.c32
1 files changed, 21 insertions, 11 deletions
diff --git a/src/gallium/drivers/panfrost/pan_context.c b/src/gallium/drivers/panfrost/pan_context.c
index 4ebf5ca6c05..63f865aaccd 100644
--- a/src/gallium/drivers/panfrost/pan_context.c
+++ b/src/gallium/drivers/panfrost/pan_context.c
@@ -1013,6 +1013,25 @@ panfrost_patch_shader_state(
}
+static void
+panfrost_patch_shader_state_compute(
+ struct panfrost_context *ctx,
+ enum pipe_shader_type stage,
+ bool should_upload)
+{
+ struct panfrost_shader_variants *all = ctx->shader[stage];
+
+ if (!all) {
+ ctx->payloads[stage].postfix._shader_upper = 0;
+ return;
+ }
+
+ struct panfrost_shader_state *s = &all->variants[all->active_variant];
+
+ ctx->payloads[stage].postfix._shader_upper =
+ panfrost_patch_shader_state(ctx, s, stage, should_upload) >> 4;
+}
+
/* Go through dirty flags and actualise them in the cmdstream. */
void
@@ -1048,17 +1067,8 @@ panfrost_emit_for_draw(struct panfrost_context *ctx, bool with_vertex_data)
ctx->payloads[PIPE_SHADER_FRAGMENT].postfix.occlusion_counter = ctx->occlusion_query->transfer.gpu;
}
- /* TODO: Does it make sense to dirty track VS? We need the transient
- * uploads */
- ctx->dirty |= PAN_DIRTY_VS;
- if (ctx->dirty & PAN_DIRTY_VS) {
- assert(ctx->shader[PIPE_SHADER_VERTEX]);
-
- struct panfrost_shader_state *vs = &ctx->shader[PIPE_SHADER_VERTEX]->variants[ctx->shader[PIPE_SHADER_VERTEX]->active_variant];
-
- ctx->payloads[PIPE_SHADER_VERTEX].postfix._shader_upper =
- panfrost_patch_shader_state(ctx, vs, PIPE_SHADER_VERTEX, true) >> 4;
- }
+ panfrost_patch_shader_state_compute(ctx, PIPE_SHADER_VERTEX, true);
+ panfrost_patch_shader_state_compute(ctx, PIPE_SHADER_COMPUTE, true);
if (ctx->dirty & (PAN_DIRTY_RASTERIZER | PAN_DIRTY_VS)) {
/* Check if we need to link the gl_PointSize varying */