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authorEric Anholt <[email protected]>2015-04-06 13:17:58 -0700
committerEric Anholt <[email protected]>2016-09-14 06:08:03 +0100
commit9688166bd9c3e12c74c55b857ad0dbb62b28da9e (patch)
treef33d7d803d85fb86443a1f5669edf19d11ef8c90 /src/gallium/drivers/vc4/vc4_uniforms.c
parentc31a7f529fadc016786eedc35ce65802a915ce09 (diff)
vc4: Move the render job state into a separate structure.
This is a preparation step for having multiple jobs being queued up at the same time.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_uniforms.c')
-rw-r--r--src/gallium/drivers/vc4/vc4_uniforms.c37
1 files changed, 19 insertions, 18 deletions
diff --git a/src/gallium/drivers/vc4/vc4_uniforms.c b/src/gallium/drivers/vc4/vc4_uniforms.c
index e8cd153ce20..07781b8524e 100644
--- a/src/gallium/drivers/vc4/vc4_uniforms.c
+++ b/src/gallium/drivers/vc4/vc4_uniforms.c
@@ -28,7 +28,7 @@
#include "vc4_qir.h"
static void
-write_texture_p0(struct vc4_context *vc4,
+write_texture_p0(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
@@ -37,11 +37,11 @@ write_texture_p0(struct vc4_context *vc4,
vc4_sampler_view(texstate->textures[unit]);
struct vc4_resource *rsc = vc4_resource(sview->base.texture);
- cl_reloc(vc4, &vc4->uniforms, uniforms, rsc->bo, sview->texture_p0);
+ cl_reloc(job, &job->uniforms, uniforms, rsc->bo, sview->texture_p0);
}
static void
-write_texture_p1(struct vc4_context *vc4,
+write_texture_p1(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
@@ -55,7 +55,7 @@ write_texture_p1(struct vc4_context *vc4,
}
static void
-write_texture_p2(struct vc4_context *vc4,
+write_texture_p2(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t data)
@@ -72,7 +72,7 @@ write_texture_p2(struct vc4_context *vc4,
}
static void
-write_texture_first_level(struct vc4_context *vc4,
+write_texture_first_level(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t data)
@@ -84,7 +84,7 @@ write_texture_first_level(struct vc4_context *vc4,
}
static void
-write_texture_msaa_addr(struct vc4_context *vc4,
+write_texture_msaa_addr(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
@@ -92,7 +92,7 @@ write_texture_msaa_addr(struct vc4_context *vc4,
struct pipe_sampler_view *texture = texstate->textures[unit];
struct vc4_resource *rsc = vc4_resource(texture->texture);
- cl_aligned_reloc(vc4, &vc4->uniforms, uniforms, rsc->bo, 0);
+ cl_aligned_reloc(job, &job->uniforms, uniforms, rsc->bo, 0);
}
@@ -104,7 +104,7 @@ write_texture_msaa_addr(struct vc4_context *vc4,
}
static void
-write_texture_border_color(struct vc4_context *vc4,
+write_texture_border_color(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
@@ -211,14 +211,15 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
struct vc4_texture_stateobj *texstate)
{
struct vc4_shader_uniform_info *uinfo = &shader->uniforms;
+ struct vc4_job *job = vc4->job;
const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
struct vc4_bo *ubo = vc4_upload_ubo(vc4, shader, gallium_uniforms);
- cl_ensure_space(&vc4->uniforms, (uinfo->count +
+ cl_ensure_space(&job->uniforms, (uinfo->count +
uinfo->num_texture_samples) * 4);
struct vc4_cl_out *uniforms =
- cl_start_shader_reloc(&vc4->uniforms,
+ cl_start_shader_reloc(&job->uniforms,
uinfo->num_texture_samples);
for (int i = 0; i < uinfo->count; i++) {
@@ -251,36 +252,36 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
break;
case QUNIFORM_TEXTURE_CONFIG_P0:
- write_texture_p0(vc4, &uniforms, texstate,
+ write_texture_p0(job, &uniforms, texstate,
uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_CONFIG_P1:
- write_texture_p1(vc4, &uniforms, texstate,
+ write_texture_p1(job, &uniforms, texstate,
uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_CONFIG_P2:
- write_texture_p2(vc4, &uniforms, texstate,
+ write_texture_p2(job, &uniforms, texstate,
uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_FIRST_LEVEL:
- write_texture_first_level(vc4, &uniforms, texstate,
+ write_texture_first_level(job, &uniforms, texstate,
uinfo->data[i]);
break;
case QUNIFORM_UBO_ADDR:
- cl_aligned_reloc(vc4, &vc4->uniforms, &uniforms, ubo, 0);
+ cl_aligned_reloc(job, &job->uniforms, &uniforms, ubo, 0);
break;
case QUNIFORM_TEXTURE_MSAA_ADDR:
- write_texture_msaa_addr(vc4, &uniforms,
+ write_texture_msaa_addr(job, &uniforms,
texstate, uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_BORDER_COLOR:
- write_texture_border_color(vc4, &uniforms,
+ write_texture_border_color(job, &uniforms,
texstate, uinfo->data[i]);
break;
@@ -355,7 +356,7 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
#endif
}
- cl_end(&vc4->uniforms, uniforms);
+ cl_end(&job->uniforms, uniforms);
vc4_bo_unreference(&ubo);
}