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authorEric Anholt <[email protected]>2018-12-04 13:48:10 -0800
committerEric Anholt <[email protected]>2018-12-07 16:48:23 -0800
commit504d06e4c1c5664c1e208179a43adbbd27fd4522 (patch)
treed67d493896a530c379508477abc1e4d74f057170 /src
parentd1965344ac26e250f696ff15f6dff8aacbd1d6db (diff)
v3d: Make an array for frag/vert texture state in the context.
This simplifies a bunch of our texture handling, while introducing the slots necessary for adding new shader stages.
Diffstat (limited to 'src')
-rw-r--r--src/gallium/drivers/v3d/v3d_blit.c7
-rw-r--r--src/gallium/drivers/v3d/v3d_context.h6
-rw-r--r--src/gallium/drivers/v3d/v3d_program.c4
-rw-r--r--src/gallium/drivers/v3d/v3d_uniforms.c5
-rw-r--r--src/gallium/drivers/v3d/v3dx_draw.c15
-rw-r--r--src/gallium/drivers/v3d/v3dx_emit.c4
-rw-r--r--src/gallium/drivers/v3d/v3dx_state.c22
7 files changed, 21 insertions, 42 deletions
diff --git a/src/gallium/drivers/v3d/v3d_blit.c b/src/gallium/drivers/v3d/v3d_blit.c
index f2ded8bbf72..25f4c61c62d 100644
--- a/src/gallium/drivers/v3d/v3d_blit.c
+++ b/src/gallium/drivers/v3d/v3d_blit.c
@@ -184,10 +184,11 @@ v3d_blitter_save(struct v3d_context *v3d)
util_blitter_save_sample_mask(v3d->blitter, v3d->sample_mask);
util_blitter_save_framebuffer(v3d->blitter, &v3d->framebuffer);
util_blitter_save_fragment_sampler_states(v3d->blitter,
- v3d->fragtex.num_samplers,
- (void **)v3d->fragtex.samplers);
+ v3d->tex[PIPE_SHADER_FRAGMENT].num_samplers,
+ (void **)v3d->tex[PIPE_SHADER_FRAGMENT].samplers);
util_blitter_save_fragment_sampler_views(v3d->blitter,
- v3d->fragtex.num_textures, v3d->fragtex.textures);
+ v3d->tex[PIPE_SHADER_FRAGMENT].num_textures,
+ v3d->tex[PIPE_SHADER_FRAGMENT].textures);
util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
v3d->streamout.targets);
}
diff --git a/src/gallium/drivers/v3d/v3d_context.h b/src/gallium/drivers/v3d/v3d_context.h
index 6ffe09a9c1a..d62dd229ef2 100644
--- a/src/gallium/drivers/v3d/v3d_context.h
+++ b/src/gallium/drivers/v3d/v3d_context.h
@@ -386,8 +386,6 @@ struct v3d_context {
struct v3d_rasterizer_state *rasterizer;
struct v3d_depth_stencil_alpha_state *zsa;
- struct v3d_texture_stateobj verttex, fragtex;
-
struct v3d_program_stateobj prog;
struct v3d_vertex_stateobj *vtx;
@@ -424,6 +422,7 @@ struct v3d_context {
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
+ struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
struct v3d_vertexbuf_stateobj vertexbuf;
struct v3d_streamout_stateobj streamout;
struct v3d_bo *current_oq;
@@ -501,8 +500,7 @@ v3d_ioctl(int fd, unsigned long request, void *arg)
void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
struct v3d_compiled_shader *shader,
- struct v3d_constbuf_stateobj *cb,
- struct v3d_texture_stateobj *texstate);
+ enum pipe_shader_type stage);
void v3d_flush(struct pipe_context *pctx);
void v3d_job_init(struct v3d_context *v3d);
diff --git a/src/gallium/drivers/v3d/v3d_program.c b/src/gallium/drivers/v3d/v3d_program.c
index 25b346fd11b..6c9d5c461ab 100644
--- a/src/gallium/drivers/v3d/v3d_program.c
+++ b/src/gallium/drivers/v3d/v3d_program.c
@@ -419,7 +419,7 @@ v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
}
memset(key, 0, sizeof(*key));
- v3d_setup_shared_key(v3d, &key->base, &v3d->fragtex);
+ v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_FRAGMENT]);
key->base.shader_state = v3d->prog.bind_fs;
key->is_points = (prim_mode == PIPE_PRIM_POINTS);
key->is_lines = (prim_mode >= PIPE_PRIM_LINES &&
@@ -530,7 +530,7 @@ v3d_update_compiled_vs(struct v3d_context *v3d, uint8_t prim_mode)
}
memset(key, 0, sizeof(*key));
- v3d_setup_shared_key(v3d, &key->base, &v3d->verttex);
+ v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_VERTEX]);
key->base.shader_state = v3d->prog.bind_vs;
key->num_fs_inputs = v3d->prog.fs->prog_data.fs->base.num_inputs;
STATIC_ASSERT(sizeof(key->fs_inputs) ==
diff --git a/src/gallium/drivers/v3d/v3d_uniforms.c b/src/gallium/drivers/v3d/v3d_uniforms.c
index 6f0ef915535..d2e3e710237 100644
--- a/src/gallium/drivers/v3d/v3d_uniforms.c
+++ b/src/gallium/drivers/v3d/v3d_uniforms.c
@@ -259,9 +259,10 @@ write_tmu_p1(struct v3d_job *job,
struct v3d_cl_reloc
v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
- struct v3d_constbuf_stateobj *cb,
- struct v3d_texture_stateobj *texstate)
+ enum pipe_shader_type stage)
{
+ struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
+ struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
struct v3d_job *job = v3d->job;
const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
diff --git a/src/gallium/drivers/v3d/v3dx_draw.c b/src/gallium/drivers/v3d/v3dx_draw.c
index 051907f1250..519aa9157d5 100644
--- a/src/gallium/drivers/v3d/v3dx_draw.c
+++ b/src/gallium/drivers/v3d/v3dx_draw.c
@@ -146,16 +146,13 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
/* Upload the uniforms to the indirect CL first */
struct v3d_cl_reloc fs_uniforms =
v3d_write_uniforms(v3d, v3d->prog.fs,
- &v3d->constbuf[PIPE_SHADER_FRAGMENT],
- &v3d->fragtex);
+ PIPE_SHADER_FRAGMENT);
struct v3d_cl_reloc vs_uniforms =
v3d_write_uniforms(v3d, v3d->prog.vs,
- &v3d->constbuf[PIPE_SHADER_VERTEX],
- &v3d->verttex);
+ PIPE_SHADER_VERTEX);
struct v3d_cl_reloc cs_uniforms =
v3d_write_uniforms(v3d, v3d->prog.cs,
- &v3d->constbuf[PIPE_SHADER_VERTEX],
- &v3d->verttex);
+ PIPE_SHADER_VERTEX);
/* See GFXH-930 workaround below */
uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
@@ -438,8 +435,8 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
/* Before setting up the draw, flush anything writing to the textures
* that we read from.
*/
- v3d_predraw_check_textures(pctx, &v3d->verttex);
- v3d_predraw_check_textures(pctx, &v3d->fragtex);
+ for (int s = 0; s < PIPE_SHADER_TYPES; s++)
+ v3d_predraw_check_textures(pctx, &v3d->tex[s]);
struct v3d_job *job = v3d_get_job_for_fbo(v3d);
@@ -451,7 +448,7 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
* on the last submitted render, rather than tracking the last
* rendering to each texture's BO.
*/
- if (v3d->verttex.num_textures) {
+ if (v3d->tex[PIPE_SHADER_VERTEX].num_textures) {
perf_debug("Blocking binner on last render "
"due to vertex texturing.\n");
job->submit.in_sync_bcl = v3d->out_sync;
diff --git a/src/gallium/drivers/v3d/v3dx_emit.c b/src/gallium/drivers/v3d/v3dx_emit.c
index 0d14bcf4dde..adaf5f6c139 100644
--- a/src/gallium/drivers/v3d/v3dx_emit.c
+++ b/src/gallium/drivers/v3d/v3dx_emit.c
@@ -653,10 +653,10 @@ v3dX(emit_state)(struct pipe_context *pctx)
* the view, so we merge them together at draw time.
*/
if (v3d->dirty & VC5_DIRTY_FRAGTEX)
- emit_textures(v3d, &v3d->fragtex);
+ emit_textures(v3d, &v3d->tex[PIPE_SHADER_FRAGMENT]);
if (v3d->dirty & VC5_DIRTY_VERTTEX)
- emit_textures(v3d, &v3d->verttex);
+ emit_textures(v3d, &v3d->tex[PIPE_SHADER_VERTEX]);
#endif
if (v3d->dirty & VC5_DIRTY_FLAT_SHADE_FLAGS) {
diff --git a/src/gallium/drivers/v3d/v3dx_state.c b/src/gallium/drivers/v3d/v3dx_state.c
index 75c81f099dd..0d1a74091d5 100644
--- a/src/gallium/drivers/v3d/v3dx_state.c
+++ b/src/gallium/drivers/v3d/v3dx_state.c
@@ -502,24 +502,6 @@ v3d_set_framebuffer_state(struct pipe_context *pctx,
v3d->dirty |= VC5_DIRTY_FRAMEBUFFER;
}
-static struct v3d_texture_stateobj *
-v3d_get_stage_tex(struct v3d_context *v3d, enum pipe_shader_type shader)
-{
- switch (shader) {
- case PIPE_SHADER_FRAGMENT:
- v3d->dirty |= VC5_DIRTY_FRAGTEX;
- return &v3d->fragtex;
- break;
- case PIPE_SHADER_VERTEX:
- v3d->dirty |= VC5_DIRTY_VERTTEX;
- return &v3d->verttex;
- break;
- default:
- fprintf(stderr, "Unknown shader target %d\n", shader);
- abort();
- }
-}
-
static uint32_t translate_wrap(uint32_t pipe_wrap, bool using_nearest)
{
switch (pipe_wrap) {
@@ -644,7 +626,7 @@ v3d_sampler_states_bind(struct pipe_context *pctx,
unsigned nr, void **hwcso)
{
struct v3d_context *v3d = v3d_context(pctx);
- struct v3d_texture_stateobj *stage_tex = v3d_get_stage_tex(v3d, shader);
+ struct v3d_texture_stateobj *stage_tex = &v3d->tex[shader];
assert(start == 0);
unsigned i;
@@ -876,7 +858,7 @@ v3d_set_sampler_views(struct pipe_context *pctx,
struct pipe_sampler_view **views)
{
struct v3d_context *v3d = v3d_context(pctx);
- struct v3d_texture_stateobj *stage_tex = v3d_get_stage_tex(v3d, shader);
+ struct v3d_texture_stateobj *stage_tex = &v3d->tex[shader];
unsigned i;
unsigned new_nr = 0;