iris: Move things to iris_shader_state
We didn't originally have this struct, so we had lots of ad-hoc arrays. Now that we have it, it makes sense to group things there.
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@@ -240,6 +240,12 @@ struct iris_shader_state {
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struct iris_const_buffer constbuf[PIPE_MAX_CONSTANT_BUFFERS];
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struct pipe_resource *ssbo[PIPE_MAX_SHADER_BUFFERS];
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struct iris_state_ref ssbo_surface_state[PIPE_MAX_SHADER_BUFFERS];
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struct iris_state_ref sampler_table;
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struct iris_sampler_state *samplers[IRIS_MAX_TEXTURE_SAMPLERS];
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struct iris_sampler_view *textures[IRIS_MAX_TEXTURE_SAMPLERS];
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unsigned num_samplers;
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unsigned num_textures;
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};
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/**
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@@ -344,12 +350,8 @@ struct iris_context {
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struct iris_shader_state shaders[MESA_SHADER_STAGES];
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struct iris_state_ref sampler_table[MESA_SHADER_STAGES];
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/** Do any samplers (for any stage) need border color? */
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bool need_border_colors;
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struct iris_sampler_state *samplers[MESA_SHADER_STAGES][IRIS_MAX_TEXTURE_SAMPLERS];
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struct iris_sampler_view *textures[MESA_SHADER_STAGES][IRIS_MAX_TEXTURE_SAMPLERS];
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unsigned num_samplers[MESA_SHADER_STAGES];
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unsigned num_textures[MESA_SHADER_STAGES];
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struct pipe_stream_output_target *so_target[PIPE_MAX_SO_BUFFERS];
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bool streamout_active;
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@@ -1115,34 +1115,33 @@ iris_bind_sampler_states(struct pipe_context *ctx,
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{
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struct iris_context *ice = (struct iris_context *) ctx;
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gl_shader_stage stage = stage_from_pipe(p_stage);
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struct iris_shader_state *shs = &ice->state.shaders[stage];
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assert(start + count <= IRIS_MAX_TEXTURE_SAMPLERS);
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ice->state.num_samplers[stage] =
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MAX2(ice->state.num_samplers[stage], start + count);
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shs->num_samplers = MAX2(shs->num_samplers, start + count);
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for (int i = 0; i < count; i++) {
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ice->state.samplers[stage][start + i] = states[i];
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shs->samplers[start + i] = states[i];
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}
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/* Assemble the SAMPLER_STATEs into a contiguous table that lives
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* in the dynamic state memory zone, so we can point to it via the
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* 3DSTATE_SAMPLER_STATE_POINTERS_* commands.
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*/
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void *map = upload_state(ice->state.dynamic_uploader,
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&ice->state.sampler_table[stage],
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void *map = upload_state(ice->state.dynamic_uploader, &shs->sampler_table,
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count * 4 * GENX(SAMPLER_STATE_length), 32);
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if (unlikely(!map))
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return;
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struct pipe_resource *res = ice->state.sampler_table[stage].res;
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ice->state.sampler_table[stage].offset +=
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struct pipe_resource *res = shs->sampler_table.res;
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shs->sampler_table.offset +=
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iris_bo_offset_from_base_address(iris_resource_bo(res));
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/* Make sure all land in the same BO */
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iris_border_color_pool_reserve(ice, IRIS_MAX_TEXTURE_SAMPLERS);
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for (int i = 0; i < count; i++) {
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struct iris_sampler_state *state = ice->state.samplers[stage][i];
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struct iris_sampler_state *state = shs->samplers[i];
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if (!state) {
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memset(map, 0, 4 * GENX(SAMPLER_STATE_length));
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@@ -1389,18 +1388,19 @@ iris_set_sampler_views(struct pipe_context *ctx,
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{
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struct iris_context *ice = (struct iris_context *) ctx;
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gl_shader_stage stage = stage_from_pipe(p_stage);
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struct iris_shader_state *shs = &ice->state.shaders[stage];
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unsigned i;
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for (i = 0; i < count; i++) {
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pipe_sampler_view_reference((struct pipe_sampler_view **)
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&ice->state.textures[stage][i], views[i]);
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&shs->textures[i], views[i]);
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}
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for (; i < ice->state.num_textures[stage]; i++) {
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for (; i < shs->num_textures; i++) {
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pipe_sampler_view_reference((struct pipe_sampler_view **)
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&ice->state.textures[stage][i], NULL);
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&shs->textures[i], NULL);
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}
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ice->state.num_textures[stage] = count;
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shs->num_textures = count;
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ice->state.dirty |= (IRIS_DIRTY_BINDINGS_VS << stage);
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}
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@@ -3054,8 +3054,8 @@ iris_populate_binding_table(struct iris_context *ice,
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//assert(prog_data->binding_table.texture_start ==
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//(ice->state.num_textures[stage] ? s : 0xd0d0d0d0));
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for (int i = 0; i < ice->state.num_textures[stage]; i++) {
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struct iris_sampler_view *view = ice->state.textures[stage][i];
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for (int i = 0; i < shs->num_textures; i++) {
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struct iris_sampler_view *view = shs->textures[i];
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bt_map[s++] = view ? use_sampler_view(batch, view)
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: use_null_surface(batch, ice);
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}
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@@ -3171,7 +3171,8 @@ iris_restore_context_saved_bos(struct iris_context *ice,
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}
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for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
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struct pipe_resource *res = ice->state.sampler_table[stage].res;
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struct iris_shader_state *shs = &ice->state.shaders[stage];
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struct pipe_resource *res = shs->sampler_table.res;
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if (res)
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iris_use_pinned_bo(batch, iris_resource_bo(res), false);
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}
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@@ -3397,13 +3398,14 @@ iris_upload_render_state(struct iris_context *ice,
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!ice->shaders.prog[stage])
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continue;
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struct pipe_resource *res = ice->state.sampler_table[stage].res;
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struct iris_shader_state *shs = &ice->state.shaders[stage];
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struct pipe_resource *res = shs->sampler_table.res;
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if (res)
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iris_use_pinned_bo(batch, iris_resource_bo(res), false);
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iris_emit_cmd(batch, GENX(3DSTATE_SAMPLER_STATE_POINTERS_VS), ptr) {
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ptr._3DCommandSubOpcode = 43 + stage;
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ptr.PointertoVSSamplerState = ice->state.sampler_table[stage].offset;
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ptr.PointertoVSSamplerState = shs->sampler_table.offset;
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}
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}
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@@ -3770,7 +3772,8 @@ iris_destroy_state(struct iris_context *ice)
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pipe_surface_reference(&ice->state.framebuffer.zsbuf, NULL);
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for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
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pipe_resource_reference(&ice->state.sampler_table[stage].res, NULL);
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struct iris_shader_state *shs = &ice->state.shaders[stage];
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pipe_resource_reference(&shs->sampler_table.res, NULL);
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}
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free(ice->state.genx);
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