#include "util/u_prim_restart.h"
#include "util/format/u_format_zs.h"
#include "util/ptralloc.h"
+#include "tgsi/tgsi_from_mesa.h"
#include "vk_util.h"
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[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
int num_sampler_views[PIPE_SHADER_TYPES];
struct pipe_sampler_state ss[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
if (state->sb_dirty[sh]) {
state->pctx->set_shader_buffers(state->pctx, sh,
0, state->num_shader_buffers[sh],
- state->sb[sh], (1 << state->num_shader_buffers[sh]) - 1);
+ state->sb[sh], state->access[tgsi_processor_to_shader_stage(sh)].buffers_written);
}
}
{
LVP_FROM_HANDLE(lvp_pipeline, pipeline, cmd->u.bind_pipeline.pipeline);
+ memcpy(&state->access[MESA_SHADER_COMPUTE], &pipeline->access[MESA_SHADER_COMPUTE], sizeof(struct lvp_access_info));
+
state->dispatch_info.block[0] = pipeline->pipeline_nir[MESA_SHADER_COMPUTE]->info.workgroup_size[0];
state->dispatch_info.block[1] = pipeline->pipeline_nir[MESA_SHADER_COMPUTE]->info.workgroup_size[1];
state->dispatch_info.block[2] = pipeline->pipeline_nir[MESA_SHADER_COMPUTE]->info.workgroup_size[2];
unsigned fb_samples = 0;
bool clip_halfz = state->rs_state.clip_halfz;
+ memcpy(state->access, pipeline->access, sizeof(struct lvp_access_info) * 5); //4 vertex stages + fragment
+
memset(dynamic_states, 0, sizeof(dynamic_states));
if (pipeline->graphics_create_info.pDynamicState)
{
state->iv[p_stage][idx].u.tex.last_layer = iv->subresourceRange.baseArrayLayer + lvp_get_layerCount(iv->image, &iv->subresourceRange) - 1;
}
state->iv[p_stage][idx].u.tex.level = iv->subresourceRange.baseMipLevel;
- state->iv[p_stage][idx].access = PIPE_IMAGE_ACCESS_READ_WRITE;
- state->iv[p_stage][idx].shader_access = PIPE_IMAGE_ACCESS_READ_WRITE;
+
+ assert(idx < 32);
+ state->iv[p_stage][idx].access = 0;
+ state->iv[p_stage][idx].shader_access = 0;
+ if (state->access[stage].images_read & BITFIELD_BIT(idx)) {
+ state->iv[p_stage][idx].access |= PIPE_IMAGE_ACCESS_READ;
+ state->iv[p_stage][idx].shader_access |= PIPE_IMAGE_ACCESS_READ;
+ }
+ if (state->access[stage].images_written & BITFIELD_BIT(idx)) {
+ state->iv[p_stage][idx].access |= PIPE_IMAGE_ACCESS_WRITE;
+ state->iv[p_stage][idx].shader_access |= PIPE_IMAGE_ACCESS_WRITE;
+ }
+
if (state->num_shader_images[p_stage] <= idx)
state->num_shader_images[p_stage] = idx + 1;