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authorEric Anholt <[email protected]>2017-12-11 12:52:27 -0800
committerEric Anholt <[email protected]>2019-01-14 15:40:55 -0800
commit6281f26f064ada36b57d45feb68d8e7d783198c9 (patch)
treed06588f36d6e2d273ae33cd9aaca640b3d027039 /src/gallium/drivers/v3d/v3dx_state.c
parent5932c2f0b9b56e6eeee87baa7b0b493227850f69 (diff)
v3d: Add support for shader_image_load_store.
This is only exposed on V3D 4.1+, because we didn't have the TMU write operations for images on 3.3 (To do GLES 3.1 there, you have to lower it to SSBO load/stores, which is a problem to solve later).
Diffstat (limited to 'src/gallium/drivers/v3d/v3dx_state.c')
-rw-r--r--src/gallium/drivers/v3d/v3dx_state.c94
1 files changed, 93 insertions, 1 deletions
diff --git a/src/gallium/drivers/v3d/v3dx_state.c b/src/gallium/drivers/v3d/v3dx_state.c
index 7ea5dabbe1f..5377f6173c3 100644
--- a/src/gallium/drivers/v3d/v3dx_state.c
+++ b/src/gallium/drivers/v3d/v3dx_state.c
@@ -884,7 +884,7 @@ v3d_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
tex.srgb = false;
} else {
tex.texture_type = v3d_get_tex_format(&screen->devinfo,
- cso->format);
+ cso->format);
}
};
@@ -1033,6 +1033,97 @@ v3d_set_shader_buffers(struct pipe_context *pctx,
v3d->dirty |= VC5_DIRTY_SSBO;
}
+static void
+v3d_create_image_view_texture_shader_state(struct v3d_context *v3d,
+ struct v3d_shaderimg_stateobj *so,
+ int img)
+{
+#if V3D_VERSION >= 40
+ struct v3d_image_view *iview = &so->si[img];
+
+ void *map;
+ u_upload_alloc(v3d->uploader, 0, cl_packet_length(TEXTURE_SHADER_STATE),
+ 32,
+ &iview->tex_state_offset,
+ &iview->tex_state,
+ &map);
+
+ struct pipe_resource *prsc = iview->base.resource;
+
+ v3dx_pack(map, TEXTURE_SHADER_STATE, tex) {
+ v3d_setup_texture_shader_state(&tex, prsc,
+ iview->base.u.tex.level,
+ iview->base.u.tex.level,
+ iview->base.u.tex.first_layer,
+ iview->base.u.tex.last_layer);
+
+ tex.swizzle_r = translate_swizzle(PIPE_SWIZZLE_X);
+ tex.swizzle_g = translate_swizzle(PIPE_SWIZZLE_Y);
+ tex.swizzle_b = translate_swizzle(PIPE_SWIZZLE_Z);
+ tex.swizzle_a = translate_swizzle(PIPE_SWIZZLE_W);
+
+ tex.texture_type = v3d_get_tex_format(&v3d->screen->devinfo,
+ iview->base.format);
+ };
+#else /* V3D_VERSION < 40 */
+ /* V3D 3.x doesn't use support shader image load/store operations on
+ * textures, so it would get lowered in the shader to general memory
+ * acceses.
+ */
+#endif
+}
+
+static void
+v3d_set_shader_images(struct pipe_context *pctx,
+ enum pipe_shader_type shader,
+ unsigned start, unsigned count,
+ const struct pipe_image_view *images)
+{
+ struct v3d_context *v3d = v3d_context(pctx);
+ struct v3d_shaderimg_stateobj *so = &v3d->shaderimg[shader];
+
+ if (images) {
+ for (unsigned i = 0; i < count; i++) {
+ unsigned n = i + start;
+ struct v3d_image_view *iview = &so->si[n];
+
+ if ((iview->base.resource == images[i].resource) &&
+ (iview->base.format == images[i].format) &&
+ (iview->base.access == images[i].access) &&
+ !memcmp(&iview->base.u, &images[i].u,
+ sizeof(iview->base.u)))
+ continue;
+
+ util_copy_image_view(&iview->base, &images[i]);
+
+ if (iview->base.resource) {
+ so->enabled_mask |= 1 << n;
+ v3d_create_image_view_texture_shader_state(v3d,
+ so,
+ n);
+ } else {
+ so->enabled_mask &= ~(1 << n);
+ pipe_resource_reference(&iview->tex_state, NULL);
+ }
+ }
+ } else {
+ for (unsigned i = 0; i < count; i++) {
+ unsigned n = i + start;
+ struct v3d_image_view *iview = &so->si[n];
+
+ pipe_resource_reference(&iview->base.resource, NULL);
+ pipe_resource_reference(&iview->tex_state, NULL);
+ }
+
+ if (count == 32)
+ so->enabled_mask = 0;
+ else
+ so->enabled_mask &= ~(((1 << count) - 1) << start);
+ }
+
+ v3d->dirty |= VC5_DIRTY_SHADER_IMAGE;
+}
+
void
v3dX(state_init)(struct pipe_context *pctx)
{
@@ -1073,6 +1164,7 @@ v3dX(state_init)(struct pipe_context *pctx)
pctx->set_sampler_views = v3d_set_sampler_views;
pctx->set_shader_buffers = v3d_set_shader_buffers;
+ pctx->set_shader_images = v3d_set_shader_images;
pctx->create_stream_output_target = v3d_create_stream_output_target;
pctx->stream_output_target_destroy = v3d_stream_output_target_destroy;