lavapipe: dynamically bind noop fs at draw time when needed

this is simpler than special casing it everywhere

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21866>
This commit is contained in:
Mike Blumenkrantz
2023-03-13 13:21:56 -04:00
committed by Marge Bot
parent 3366b4a9b9
commit d97d921634
3 changed files with 15 additions and 12 deletions

View File

@@ -95,6 +95,7 @@ struct rendering_state {
bool sample_mask_dirty;
bool min_samples_dirty;
bool poison_mem;
bool noop_fs_bound;
struct pipe_draw_indirect_info indirect_info;
struct pipe_draw_info info;
@@ -359,6 +360,7 @@ update_inline_shader_state(struct rendering_state *state, enum pipe_shader_type
break;
case MESA_SHADER_FRAGMENT:
state->pctx->bind_fs_state(state->pctx, shader_state);
state->noop_fs_bound = false;
break;
case MESA_SHADER_COMPUTE:
state->pctx->bind_compute_state(state->pctx, shader_state);
@@ -413,6 +415,10 @@ static void emit_compute_state(struct rendering_state *state)
static void emit_state(struct rendering_state *state)
{
int sh;
if (!state->shaders[MESA_SHADER_FRAGMENT] && !state->noop_fs_bound) {
state->pctx->bind_fs_state(state->pctx, state->device->noop_fs);
state->noop_fs_bound = true;
}
if (state->blend_dirty) {
uint32_t mask = 0;
/* zero out the colormask values for disabled attachments */
@@ -675,9 +681,10 @@ handle_graphics_stages(struct rendering_state *state, VkShaderStageFlagBits shad
switch (vk_stage) {
case VK_SHADER_STAGE_FRAGMENT_BIT:
state->inlines_dirty[MESA_SHADER_FRAGMENT] = state->shaders[MESA_SHADER_FRAGMENT]->inlines.can_inline;
if (!state->shaders[MESA_SHADER_FRAGMENT]->inlines.can_inline)
if (!state->shaders[MESA_SHADER_FRAGMENT]->inlines.can_inline) {
state->pctx->bind_fs_state(state->pctx, state->shaders[MESA_SHADER_FRAGMENT]->shader_cso);
has_stage[MESA_SHADER_FRAGMENT] = true;
state->noop_fs_bound = false;
}
break;
case VK_SHADER_STAGE_VERTEX_BIT:
state->inlines_dirty[MESA_SHADER_VERTEX] = state->shaders[MESA_SHADER_VERTEX]->inlines.can_inline;
@@ -720,9 +727,6 @@ handle_graphics_stages(struct rendering_state *state, VkShaderStageFlagBits shad
}
}
/* there should always be a dummy fs. */
if (!has_stage[MESA_SHADER_FRAGMENT])
state->pctx->bind_fs_state(state->pctx, state->shaders[MESA_SHADER_FRAGMENT]->shader_cso);
if (state->pctx->bind_gs_state && !has_stage[MESA_SHADER_GEOMETRY])
state->pctx->bind_gs_state(state->pctx, NULL);
if (state->pctx->bind_tcs_state && !has_stage[MESA_SHADER_TESS_CTRL])
@@ -751,8 +755,12 @@ static void handle_graphics_pipeline(struct vk_cmd_queue_entry *cmd,
const struct vk_graphics_pipeline_state *ps = &pipeline->graphics_state;
lvp_pipeline_shaders_compile(pipeline);
bool dynamic_tess_origin = BITSET_TEST(ps->dynamic, MESA_VK_DYNAMIC_TS_DOMAIN_ORIGIN);
for (enum pipe_shader_type sh = MESA_SHADER_VERTEX; sh < MESA_SHADER_COMPUTE; sh++)
state->shaders[sh] = &pipeline->shaders[sh];
for (enum pipe_shader_type sh = MESA_SHADER_VERTEX; sh < MESA_SHADER_COMPUTE; sh++) {
if (pipeline->graphics_state.shader_stages & mesa_to_vk_shader_stage(sh))
state->shaders[sh] = &pipeline->shaders[sh];
else
state->shaders[sh] = NULL;
}
handle_graphics_stages(state, pipeline->graphics_state.shader_stages, dynamic_tess_origin);
for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++)

View File

@@ -918,10 +918,6 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
if (!libstate && !pipeline->library)
lvp_pipeline_shaders_compile(pipeline);
if (!pipeline->library && !pipeline->shaders[MESA_SHADER_FRAGMENT].pipeline_nir) {
pipeline->noop_fs = true;
pipeline->shaders[MESA_SHADER_FRAGMENT].shader_cso = device->noop_fs;
}
return VK_SUCCESS;
fail:

View File

@@ -457,7 +457,6 @@ struct lvp_pipeline {
bool disable_multisample;
bool line_rectangular;
bool library;
bool noop_fs;
bool compiled;
bool used;
};