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authorMarek Olšák <[email protected]>2015-10-07 01:48:18 +0200
committerMarek Olšák <[email protected]>2015-10-20 12:51:51 +0200
commit9b54ce3362f117b4d46497b578211bb26554dd78 (patch)
tree147c05c7e33aff01d0a983e73f9c6b78ebe5ae15 /src/gallium/drivers/radeonsi/si_blit.c
parente57dd7a08bfeacab47d64c3adeb392f8c15ca793 (diff)
radeonsi: support thread-safe shaders shared by multiple contexts
The "current" shader pointer is moved from the CSO to the context, so that the CSO is mostly immutable. The only drawback is that the "current" pointer isn't saved when unbinding a shader and it must be looked up when the shader is bound again. This is also a prerequisite for multithreaded shader compilation. Reviewed-by: Michel Dänzer <[email protected]>
Diffstat (limited to 'src/gallium/drivers/radeonsi/si_blit.c')
-rw-r--r--src/gallium/drivers/radeonsi/si_blit.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/gallium/drivers/radeonsi/si_blit.c b/src/gallium/drivers/radeonsi/si_blit.c
index d5c5db30029..082ea850675 100644
--- a/src/gallium/drivers/radeonsi/si_blit.c
+++ b/src/gallium/drivers/radeonsi/si_blit.c
@@ -55,11 +55,11 @@ static void si_blitter_begin(struct pipe_context *ctx, enum si_blitter_op op)
util_blitter_save_depth_stencil_alpha(sctx->blitter, sctx->queued.named.dsa);
util_blitter_save_stencil_ref(sctx->blitter, &sctx->stencil_ref.state);
util_blitter_save_rasterizer(sctx->blitter, sctx->queued.named.rasterizer);
- util_blitter_save_fragment_shader(sctx->blitter, sctx->ps_shader);
- util_blitter_save_geometry_shader(sctx->blitter, sctx->gs_shader);
- util_blitter_save_tessctrl_shader(sctx->blitter, sctx->tcs_shader);
- util_blitter_save_tesseval_shader(sctx->blitter, sctx->tes_shader);
- util_blitter_save_vertex_shader(sctx->blitter, sctx->vs_shader);
+ util_blitter_save_fragment_shader(sctx->blitter, sctx->ps_shader.cso);
+ util_blitter_save_geometry_shader(sctx->blitter, sctx->gs_shader.cso);
+ util_blitter_save_tessctrl_shader(sctx->blitter, sctx->tcs_shader.cso);
+ util_blitter_save_tesseval_shader(sctx->blitter, sctx->tes_shader.cso);
+ util_blitter_save_vertex_shader(sctx->blitter, sctx->vs_shader.cso);
util_blitter_save_vertex_elements(sctx->blitter, sctx->vertex_elements);
util_blitter_save_sample_mask(sctx->blitter, sctx->sample_mask.sample_mask);
util_blitter_save_viewport(sctx->blitter, &sctx->viewports.states[0]);