diff options
Diffstat (limited to 'src/gallium/drivers')
-rw-r--r-- | src/gallium/drivers/iris/iris_state.c | 25 |
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++) { |