uint8_t push_constants[128 * 4];
uint16_t push_size[2]; //gfx, compute
- uint16_t gfx_push_sizes[MESA_SHADER_COMPUTE];
+ uint16_t gfx_push_sizes[LVP_SHADER_STAGES];
struct {
void *block[MAX_PER_STAGE_DESCRIPTOR_UNIFORM_BLOCKS * MAX_SETS];
uint16_t size[MAX_PER_STAGE_DESCRIPTOR_UNIFORM_BLOCKS * MAX_SETS];
bool constbuf_dirty[LVP_SHADER_STAGES] = {false};
bool pcbuf_dirty[LVP_SHADER_STAGES] = {false};
- for (unsigned sh = 0; sh < MESA_SHADER_COMPUTE; sh++) {
+ for (unsigned sh = 0; sh < LVP_SHADER_STAGES; sh++) {
+ if (sh == MESA_SHADER_COMPUTE)
+ continue;
constbuf_dirty[sh] = state->constbuf_dirty[sh];
if (state->constbuf_dirty[sh]) {
for (unsigned idx = 0; idx < state->num_const_bufs[sh]; idx++)
state->constbuf_dirty[sh] = false;
}
- for (unsigned sh = 0; sh < MESA_SHADER_COMPUTE; sh++) {
+ for (unsigned sh = 0; sh < LVP_SHADER_STAGES; sh++) {
+ if (sh == MESA_SHADER_COMPUTE)
+ continue;
pcbuf_dirty[sh] = state->pcbuf_dirty[sh];
if (state->pcbuf_dirty[sh])
update_pcbuf(state, sh);
}
- for (unsigned sh = 0; sh < MESA_SHADER_COMPUTE; sh++) {
+ for (unsigned sh = 0; sh < LVP_SHADER_STAGES; sh++) {
+ if (sh == MESA_SHADER_COMPUTE)
+ continue;
if (state->inlines_dirty[sh])
update_inline_shader_state(state, sh, pcbuf_dirty[sh], constbuf_dirty[sh]);
}
- for (unsigned sh = 0; sh < MESA_SHADER_COMPUTE; sh++) {
+ for (unsigned sh = 0; sh < LVP_SHADER_STAGES; sh++) {
+ if (sh == MESA_SHADER_COMPUTE)
+ continue;
if (state->sb_dirty[sh]) {
state->pctx->set_shader_buffers(state->pctx, sh,
0, state->num_shader_buffers[sh],
}
}
- for (unsigned sh = 0; sh < MESA_SHADER_COMPUTE; sh++) {
+ for (unsigned sh = 0; sh < LVP_SHADER_STAGES; sh++) {
+ if (sh == MESA_SHADER_COMPUTE)
+ continue;
if (state->iv_dirty[sh]) {
state->pctx->set_shader_images(state->pctx, sh,
0, state->num_shader_images[sh], 0,
}
}
- for (unsigned sh = 0; sh < MESA_SHADER_COMPUTE; sh++) {
+ for (unsigned sh = 0; sh < LVP_SHADER_STAGES; sh++) {
+ if (sh == MESA_SHADER_COMPUTE)
+ continue;
if (state->sv_dirty[sh]) {
state->pctx->set_sampler_views(state->pctx, sh, 0, state->num_sampler_views[sh],
0, false, state->sv[sh]);
}
}
- for (unsigned sh = 0; sh < MESA_SHADER_COMPUTE; sh++) {
+ for (unsigned sh = 0; sh < LVP_SHADER_STAGES; sh++) {
+ if (sh == MESA_SHADER_COMPUTE)
+ continue;
if (state->ss_dirty[sh]) {
cso_set_samplers(state->cso, sh, state->num_sampler_states[sh], state->cso_ss_ptr[sh]);
state->ss_dirty[sh] = false;
lvp_pipeline_shaders_compile(pipeline);
bool dynamic_tess_origin = BITSET_TEST(ps->dynamic, MESA_VK_DYNAMIC_TS_DOMAIN_ORIGIN);
unbind_graphics_stages(state, (~pipeline->graphics_state.shader_stages) & VK_SHADER_STAGE_ALL_GRAPHICS);
- for (enum pipe_shader_type sh = MESA_SHADER_VERTEX; sh < MESA_SHADER_COMPUTE; sh++) {
+ for (enum pipe_shader_type sh = MESA_SHADER_VERTEX; sh < LVP_SHADER_STAGES; sh++) {
+ if (sh == MESA_SHADER_COMPUTE)
+ continue;
if (pipeline->graphics_state.shader_stages & mesa_to_vk_shader_stage(sh))
state->shaders[sh] = &pipeline->shaders[sh];
}
handle_graphics_stages(state, pipeline->graphics_state.shader_stages, dynamic_tess_origin);
- for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++)
+ for (unsigned i = 0; i < LVP_SHADER_STAGES; i++) {
+ if (i == MESA_SHADER_COMPUTE)
+ continue;
handle_graphics_layout(state, i, pipeline->layout);
+ }
/* rasterization state */
if (ps->rs) {
handle_pipeline_access(state, MESA_SHADER_COMPUTE);
} else {
handle_graphics_pipeline(cmd, state);
- for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++)
+ for (unsigned i = 0; i < LVP_SHADER_STAGES; i++) {
+ if (i == MESA_SHADER_COMPUTE)
+ continue;
handle_pipeline_access(state, i);
+ }
}
state->push_size[pipeline->is_compute_pipeline] = pipeline->layout->push_constant_size;
}
pipeline->disable_multisample = p->disable_multisample;
pipeline->line_rectangular = p->line_rectangular;
memcpy(pipeline->shaders, p->shaders, sizeof(struct lvp_shader) * 4);
- for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++) {
+ for (unsigned i = 0; i < LVP_SHADER_STAGES; i++) {
+ if (i == MESA_SHADER_COMPUTE)
+ continue;
copy_shader_sanitized(&pipeline->shaders[i], &p->shaders[i]);
}
}
lvp_pipeline_nir_ref(&pipeline->shaders[MESA_SHADER_FRAGMENT].pipeline_nir, p->shaders[MESA_SHADER_FRAGMENT].pipeline_nir);
}
if (p->stages & VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT) {
- for (unsigned j = MESA_SHADER_VERTEX; j < MESA_SHADER_FRAGMENT; j++) {
+ for (unsigned j = MESA_SHADER_VERTEX; j < LVP_SHADER_STAGES; j++) {
+ if (j == MESA_SHADER_COMPUTE || j == MESA_SHADER_FRAGMENT)
+ continue;
if (p->shaders[j].pipeline_nir)
lvp_pipeline_nir_ref(&pipeline->shaders[j].pipeline_nir, p->shaders[j].pipeline_nir);
}