else
set_layout->size += binding->descriptorCount;
- for (gl_shader_stage stage = MESA_SHADER_VERTEX; stage < MESA_SHADER_STAGES; stage++) {
+ for (gl_shader_stage stage = MESA_SHADER_VERTEX; stage < LVP_SHADER_STAGES; stage++) {
set_layout->binding[b].stage[stage].const_buffer_index = -1;
set_layout->binding[b].stage[stage].shader_buffer_index = -1;
set_layout->binding[b].stage[stage].sampler_index = -1;
const struct lvp_descriptor_set_layout *set_layout =
vk_to_lvp_descriptor_set_layout(layout->vk.set_layouts[set]);
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ for (unsigned i = 0; i < LVP_SHADER_STAGES; i++) {
layout->stage[i].uniform_block_size += set_layout->stage[i].uniform_block_size;
for (unsigned j = 0; j < set_layout->stage[i].uniform_block_count; j++) {
assert(layout->stage[i].uniform_block_count + j < MAX_PER_STAGE_DESCRIPTOR_UNIFORM_BLOCKS * MAX_SETS);
const VkPushConstantRange *range = pCreateInfo->pPushConstantRanges + i;
layout->push_constant_size = MAX2(layout->push_constant_size,
range->offset + range->size);
- layout->push_constant_stages |= (range->stageFlags & BITFIELD_MASK(MESA_SHADER_STAGES));
+ layout->push_constant_stages |= (range->stageFlags & BITFIELD_MASK(LVP_SHADER_STAGES));
}
layout->push_constant_size = align(layout->push_constant_size, 16);
return layout;
struct lvp_descriptor_set *set;
size_t base_size = sizeof(*set) + layout->size * sizeof(set->descriptors[0]);
size_t size = base_size;
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
+ for (unsigned i = 0; i < LVP_SHADER_STAGES; i++)
size += layout->stage[i].uniform_block_size;
set = vk_alloc(&device->vk.alloc /* XXX: Use the pool */, size, 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
bool blend_color_dirty;
bool ve_dirty;
bool vb_dirty;
- bool constbuf_dirty[MESA_SHADER_STAGES];
- bool pcbuf_dirty[MESA_SHADER_STAGES];
- bool has_pcbuf[MESA_SHADER_STAGES];
- bool inlines_dirty[MESA_SHADER_STAGES];
+ bool constbuf_dirty[LVP_SHADER_STAGES];
+ bool pcbuf_dirty[LVP_SHADER_STAGES];
+ bool has_pcbuf[LVP_SHADER_STAGES];
+ bool inlines_dirty[LVP_SHADER_STAGES];
bool vp_dirty;
bool scissor_dirty;
bool ib_dirty;
ubyte index_size;
unsigned index_offset;
struct pipe_resource *index_buffer;
- struct pipe_constant_buffer const_buffer[MESA_SHADER_STAGES][16];
- int num_const_bufs[MESA_SHADER_STAGES];
+ struct pipe_constant_buffer const_buffer[LVP_SHADER_STAGES][16];
+ int num_const_bufs[LVP_SHADER_STAGES];
int num_vb;
unsigned start_vb;
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
struct cso_velems_state velem;
- struct lvp_access_info access[MESA_SHADER_STAGES];
- struct pipe_sampler_view *sv[MESA_SHADER_STAGES][PIPE_MAX_SHADER_SAMPLER_VIEWS];
- int num_sampler_views[MESA_SHADER_STAGES];
- struct pipe_sampler_state ss[MESA_SHADER_STAGES][PIPE_MAX_SAMPLERS];
+ struct lvp_access_info access[LVP_SHADER_STAGES];
+ struct pipe_sampler_view *sv[LVP_SHADER_STAGES][PIPE_MAX_SHADER_SAMPLER_VIEWS];
+ int num_sampler_views[LVP_SHADER_STAGES];
+ struct pipe_sampler_state ss[LVP_SHADER_STAGES][PIPE_MAX_SAMPLERS];
/* cso_context api is stupid */
- const struct pipe_sampler_state *cso_ss_ptr[MESA_SHADER_STAGES][PIPE_MAX_SAMPLERS];
- int num_sampler_states[MESA_SHADER_STAGES];
- bool sv_dirty[MESA_SHADER_STAGES];
- bool ss_dirty[MESA_SHADER_STAGES];
-
- struct pipe_image_view iv[MESA_SHADER_STAGES][PIPE_MAX_SHADER_IMAGES];
- int num_shader_images[MESA_SHADER_STAGES];
- struct pipe_shader_buffer sb[MESA_SHADER_STAGES][PIPE_MAX_SHADER_BUFFERS];
- int num_shader_buffers[MESA_SHADER_STAGES];
- bool iv_dirty[MESA_SHADER_STAGES];
- bool sb_dirty[MESA_SHADER_STAGES];
+ const struct pipe_sampler_state *cso_ss_ptr[LVP_SHADER_STAGES][PIPE_MAX_SAMPLERS];
+ int num_sampler_states[LVP_SHADER_STAGES];
+ bool sv_dirty[LVP_SHADER_STAGES];
+ bool ss_dirty[LVP_SHADER_STAGES];
+
+ struct pipe_image_view iv[LVP_SHADER_STAGES][PIPE_MAX_SHADER_IMAGES];
+ int num_shader_images[LVP_SHADER_STAGES];
+ struct pipe_shader_buffer sb[LVP_SHADER_STAGES][PIPE_MAX_SHADER_BUFFERS];
+ int num_shader_buffers[LVP_SHADER_STAGES];
+ bool iv_dirty[LVP_SHADER_STAGES];
+ bool sb_dirty[LVP_SHADER_STAGES];
bool disable_multisample;
enum gs_output gs_output_lines : 2;
void *block[MAX_PER_STAGE_DESCRIPTOR_UNIFORM_BLOCKS * MAX_SETS];
uint16_t size[MAX_PER_STAGE_DESCRIPTOR_UNIFORM_BLOCKS * MAX_SETS];
uint16_t count;
- } uniform_blocks[MESA_SHADER_STAGES];
+ } uniform_blocks[LVP_SHADER_STAGES];
VkRect2D render_area;
bool suspending;
struct pipe_stream_output_target *so_targets[PIPE_MAX_SO_BUFFERS];
uint32_t so_offsets[PIPE_MAX_SO_BUFFERS];
- struct lvp_shader *shaders[MESA_SHADER_STAGES];
+ struct lvp_shader *shaders[LVP_SHADER_STAGES];
bool tess_ccw;
void *tess_states[2];
state->ve_dirty = false;
}
- bool constbuf_dirty[MESA_SHADER_STAGES] = {false};
- bool pcbuf_dirty[MESA_SHADER_STAGES] = {false};
+ bool constbuf_dirty[LVP_SHADER_STAGES] = {false};
+ bool pcbuf_dirty[LVP_SHADER_STAGES] = {false};
for (unsigned sh = 0; sh < MESA_SHADER_COMPUTE; sh++) {
constbuf_dirty[sh] = state->constbuf_dirty[sh];
uint16_t sampler_view_count;
uint16_t image_count;
uint16_t uniform_block_count;
- } stage[MESA_SHADER_STAGES];
+ } stage[LVP_SHADER_STAGES];
uint32_t dyn_index;
const uint32_t *dynamic_offsets;
const struct lvp_descriptor_set_layout *layout =
vk_to_lvp_descriptor_set_layout(vk_layout);
- for (gl_shader_stage stage = MESA_SHADER_VERTEX; stage < MESA_SHADER_STAGES; stage++) {
+ for (gl_shader_stage stage = MESA_SHADER_VERTEX; stage < LVP_SHADER_STAGES; stage++) {
dyn_info->stage[stage].const_buffer_count += layout->stage[stage].const_buffer_count;
dyn_info->stage[stage].shader_buffer_count += layout->stage[stage].shader_buffer_count;
dyn_info->stage[stage].sampler_count += layout->stage[stage].sampler_count;
state->rs_state.scissor = true;
state->rs_state.no_ms_sample_mask_out = true;
- for (enum pipe_shader_type s = MESA_SHADER_VERTEX; s < MESA_SHADER_STAGES; s++) {
+ for (enum pipe_shader_type s = MESA_SHADER_VERTEX; s < LVP_SHADER_STAGES; s++) {
for (unsigned i = 0; i < ARRAY_SIZE(state->cso_ss_ptr[s]); i++)
state->cso_ss_ptr[s][i] = &state->ss[s][i];
}
return; \
} while (0)
-#define LVP_STAGE_MASK ((1 << MESA_SHADER_STAGES) - 1)
+#define LVP_SHADER_STAGES MESA_SHADER_STAGES
+#define LVP_STAGE_MASK ((1 << LVP_SHADER_STAGES) - 1)
#define lvp_foreach_stage(stage, stage_bits) \
for (gl_shader_stage stage, \
struct pipe_loader_device *pld;
struct pipe_screen *pscreen;
- const nir_shader_compiler_options *drv_options[MESA_SHADER_STAGES];
+ const nir_shader_compiler_options *drv_options[LVP_SHADER_STAGES];
uint32_t max_images;
struct vk_sync_timeline_type sync_timeline_type;
int16_t image_index;
int16_t uniform_block_index;
int16_t uniform_block_offset;
- } stage[MESA_SHADER_STAGES];
+ } stage[LVP_SHADER_STAGES];
/* Immutable samplers (or NULL if no immutable samplers) */
struct pipe_sampler_state **immutable_samplers;
uint16_t uniform_block_count;
uint16_t uniform_block_size;
uint16_t uniform_block_sizes[MAX_PER_STAGE_DESCRIPTOR_UNIFORM_BLOCKS]; //zero-indexed
- } stage[MESA_SHADER_STAGES];
+ } stage[LVP_SHADER_STAGES];
/* Number of dynamic offsets used by this descriptor set */
uint16_t dynamic_offset_count;
uint16_t uniform_block_size;
uint16_t uniform_block_count;
uint16_t uniform_block_sizes[MAX_PER_STAGE_DESCRIPTOR_UNIFORM_BLOCKS * MAX_SETS];
- } stage[MESA_SHADER_STAGES];
+ } stage[LVP_SHADER_STAGES];
};
void *state_data;
bool is_compute_pipeline;
bool force_min_sample;
- struct lvp_shader shaders[MESA_SHADER_STAGES];
+ struct lvp_shader shaders[LVP_SHADER_STAGES];
gl_shader_stage last_vertex;
struct vk_graphics_pipeline_state graphics_state;
VkGraphicsPipelineLibraryFlagsEXT stages;