else
set_layout->size += binding->descriptorCount;
- for (gl_shader_stage stage = MESA_SHADER_VERTEX; stage < LVP_SHADER_STAGES; stage++) {
+ lvp_forall_stage(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;
VK_SHADER_STAGE_FRAGMENT_BIT,
VK_SHADER_STAGE_COMPUTE_BIT,
};
- for (unsigned i = 0; i < LVP_SHADER_STAGES; i++) {
+ lvp_forall_stage(i) {
uint16_t const_buffer_count = 0;
uint16_t shader_buffer_count = 0;
uint16_t sampler_count = 0;
const struct lvp_descriptor_set_layout *set_layout =
vk_to_lvp_descriptor_set_layout(layout->vk.set_layouts[set]);
- for (unsigned i = 0; i < LVP_SHADER_STAGES; i++) {
+ lvp_forall_stage(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);
VK_SHADER_STAGE_FRAGMENT_BIT,
VK_SHADER_STAGE_COMPUTE_BIT,
};
- for (unsigned i = 0; i < LVP_SHADER_STAGES; i++) {
+
+ lvp_forall_stage(i) {
uint16_t const_buffer_count = 0;
uint16_t shader_buffer_count = 0;
uint16_t sampler_count = 0;
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(LVP_SHADER_STAGES));
+ layout->push_constant_stages |= (range->stageFlags & LVP_STAGE_MASK);
}
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 < LVP_SHADER_STAGES; i++)
+ lvp_forall_stage(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 constbuf_dirty[LVP_SHADER_STAGES] = {false};
bool pcbuf_dirty[LVP_SHADER_STAGES] = {false};
- for (unsigned sh = 0; sh < LVP_SHADER_STAGES; sh++) {
- if (sh == MESA_SHADER_COMPUTE)
- continue;
+ lvp_forall_gfx_stage(sh) {
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 < LVP_SHADER_STAGES; sh++) {
- if (sh == MESA_SHADER_COMPUTE)
- continue;
+ lvp_forall_gfx_stage(sh) {
pcbuf_dirty[sh] = state->pcbuf_dirty[sh];
if (state->pcbuf_dirty[sh])
update_pcbuf(state, sh);
}
- for (unsigned sh = 0; sh < LVP_SHADER_STAGES; sh++) {
- if (sh == MESA_SHADER_COMPUTE)
- continue;
+ lvp_forall_gfx_stage(sh) {
if (state->inlines_dirty[sh])
update_inline_shader_state(state, sh, pcbuf_dirty[sh], constbuf_dirty[sh]);
}
- for (unsigned sh = 0; sh < LVP_SHADER_STAGES; sh++) {
- if (sh == MESA_SHADER_COMPUTE)
- continue;
+ lvp_forall_gfx_stage(sh) {
if (state->sb_dirty[sh]) {
state->pctx->set_shader_buffers(state->pctx, sh,
0, state->num_shader_buffers[sh],
}
}
- for (unsigned sh = 0; sh < LVP_SHADER_STAGES; sh++) {
- if (sh == MESA_SHADER_COMPUTE)
- continue;
+ lvp_forall_gfx_stage(sh) {
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 < LVP_SHADER_STAGES; sh++) {
- if (sh == MESA_SHADER_COMPUTE)
- continue;
+ lvp_forall_gfx_stage(sh) {
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 < LVP_SHADER_STAGES; sh++) {
- if (sh == MESA_SHADER_COMPUTE)
- continue;
+ lvp_forall_gfx_stage(sh) {
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 < LVP_SHADER_STAGES; sh++) {
- if (sh == MESA_SHADER_COMPUTE)
- continue;
+ lvp_forall_gfx_stage(sh) {
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 < LVP_SHADER_STAGES; i++) {
- if (i == MESA_SHADER_COMPUTE)
- continue;
- handle_graphics_layout(state, i, pipeline->layout);
+ lvp_forall_gfx_stage(sh) {
+ handle_graphics_layout(state, sh, pipeline->layout);
}
/* rasterization state */
handle_pipeline_access(state, MESA_SHADER_COMPUTE);
} else {
handle_graphics_pipeline(cmd, state);
- for (unsigned i = 0; i < LVP_SHADER_STAGES; i++) {
- if (i == MESA_SHADER_COMPUTE)
- continue;
- handle_pipeline_access(state, i);
+ lvp_forall_gfx_stage(sh) {
+ handle_pipeline_access(state, sh);
}
}
state->push_size[pipeline->is_compute_pipeline] = pipeline->layout->push_constant_size;
const struct lvp_descriptor_set_layout *layout =
vk_to_lvp_descriptor_set_layout(vk_layout);
- for (gl_shader_stage stage = MESA_SHADER_VERTEX; stage < LVP_SHADER_STAGES; stage++) {
+ lvp_forall_stage(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 < LVP_SHADER_STAGES; s++) {
+ lvp_forall_stage(s) {
for (unsigned i = 0; i < ARRAY_SIZE(state->cso_ss_ptr[s]); i++)
state->cso_ss_ptr[s][i] = &state->ss[s][i];
}
void
lvp_pipeline_destroy(struct lvp_device *device, struct lvp_pipeline *pipeline)
{
- for (unsigned i = 0; i < LVP_SHADER_STAGES; i++)
+ lvp_forall_stage(i)
shader_destroy(device, &pipeline->shaders[i]);
if (pipeline->layout)
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 < LVP_SHADER_STAGES; i++) {
- if (i == MESA_SHADER_COMPUTE)
- continue;
+ lvp_forall_gfx_stage(i) {
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 < LVP_SHADER_STAGES; j++) {
- if (j == MESA_SHADER_COMPUTE || j == MESA_SHADER_FRAGMENT)
+ lvp_forall_gfx_stage(j) {
+ if (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);