aboutsummaryrefslogtreecommitdiffstats
path: root/src/gallium/drivers/vc4/vc4_context.c
diff options
context:
space:
mode:
authorEric Anholt <[email protected]>2014-07-21 11:27:35 -0700
committerEric Anholt <[email protected]>2014-08-11 14:45:28 -0700
commita8f2bf0f51222a96a49dfb3d6f9b36d3e54d08cd (patch)
tree5f7ab98c9ba5a69d761b253560908ac9c2358a81 /src/gallium/drivers/vc4/vc4_context.c
parent6a5ece12aac0f079dff3aaf00b2ec5c420b9b1f8 (diff)
vc4: Rewrite the kernel ABI to support texture uniform relocation.
This required building a shader parser that would walk the program to find where the texturing-related uniforms are in the uniforms stream. Note that as of this commit, a new kernel is required for rendering on actual VC4 hardware (currently that commit is named "drm/vc4: Introduce shader validation and better command stream validation.", but is likely to be squashed as part of an eventual merge of the kernel driver).
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_context.c')
-rw-r--r--src/gallium/drivers/vc4/vc4_context.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gallium/drivers/vc4/vc4_context.c b/src/gallium/drivers/vc4/vc4_context.c
index a9fa7ef70f1..08e85ed6312 100644
--- a/src/gallium/drivers/vc4/vc4_context.c
+++ b/src/gallium/drivers/vc4/vc4_context.c
@@ -107,6 +107,8 @@ vc4_flush(struct pipe_context *pctx)
submit.shader_records = vc4->shader_rec.base;
submit.shader_record_len = vc4->shader_rec.next - vc4->shader_rec.base;
submit.shader_record_count = vc4->shader_rec_count;
+ submit.uniforms = vc4->uniforms.base;
+ submit.uniforms_len = vc4->uniforms.next - vc4->uniforms.base;
if (!(vc4_debug & VC4_DEBUG_NORAST)) {
int ret;
@@ -123,6 +125,7 @@ vc4_flush(struct pipe_context *pctx)
vc4_reset_cl(&vc4->bcl);
vc4_reset_cl(&vc4->rcl);
vc4_reset_cl(&vc4->shader_rec);
+ vc4_reset_cl(&vc4->uniforms);
vc4_reset_cl(&vc4->bo_handles);
#ifdef USE_VC4_SIMULATOR
vc4_reset_cl(&vc4->bo_pointers);