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-rw-r--r--src/gallium/drivers/iris/iris_state.c25
1 files changed, 24 insertions, 1 deletions
diff --git a/src/gallium/drivers/iris/iris_state.c b/src/gallium/drivers/iris/iris_state.c
index 73fcabb25c9..3208fcfb0cc 100644
--- a/src/gallium/drivers/iris/iris_state.c
+++ b/src/gallium/drivers/iris/iris_state.c
@@ -838,7 +838,7 @@ struct iris_sampler_view {
};
/**
- * Convert an swizzle enumeration (i.e. SWIZZLE_X) to one of the Gen7.5+
+ * Convert an swizzle enumeration (i.e. PIPE_SWIZZLE_X) to one of the Gen7.5+
* "Shader Channel Select" enumerations (i.e. HSW_SCS_RED). The mappings are
*
* SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_W, SWIZZLE_ZERO, SWIZZLE_ONE
@@ -1975,6 +1975,9 @@ iris_upload_render_state(struct iris_context *ice,
ptr.PointertoVSBindingTable = bt_offset;
}
+ // XXX: we don't want to stream out surface states here. we want to
+ // track whether we've emitted them in this statebuffer already, and
+ // reuse them. need to figure out how best to do that.
if (stage == MESA_SHADER_FRAGMENT) {
struct pipe_framebuffer_state *cso_fb = &ice->state.framebuffer;
for (unsigned i = 0; i < cso_fb->nr_cbufs; i++) {
@@ -1985,6 +1988,26 @@ iris_upload_render_state(struct iris_context *ice,
res, RELOC_WRITE);
}
}
+
+#if 0
+ for (int i = 0; i < TEXTURES; i++) {
+ struct iris_sampler_view *view = SOMEWHERE;
+ struct iris_resource *res = (void *) view->pipe.texture;
+ // XXX: these are per-context??????????? pipe_sampler_view::context
+ *bt_map++ =
+ emit_patched_surface_state(batch, view->surface_state, res, 0);
+
+ }
+
+ // XXX: not implemented yet
+ assert(prog_data->binding_table.pull_constants_start == 0xd0d0d0d0);
+ assert(prog_data->binding_table.ubo_start == 0xd0d0d0d0);
+ assert(prog_data->binding_table.ssbo_start == 0xd0d0d0d0);
+ assert(prog_data->binding_table.image_start == 0xd0d0d0d0);
+ assert(prog_data->binding_table.shader_time_start == 0xd0d0d0d0);
+ //assert(prog_data->binding_table.plane_start[1] == 0xd0d0d0d0);
+ //assert(prog_data->binding_table.plane_start[2] == 0xd0d0d0d0);
+#endif
}
for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {