radeonsi: move code for setting one shader image into separate function

v2: fix set_shader_images(..., NULL). Found by Christoph Haag.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Marek Olšák 2016-05-17 21:25:39 +02:00
parent 95c5bbae66
commit 28de7aec0c

View file

@ -505,13 +505,89 @@ si_disable_shader_image(struct si_images_info *images, unsigned slot)
}
}
static void si_set_shader_image(struct si_context *ctx,
struct si_images_info *images,
unsigned slot, struct pipe_image_view *view)
{
struct si_screen *screen = ctx->screen;
struct r600_resource *res;
if (!view || !view->resource) {
si_disable_shader_image(images, slot);
return;
}
res = (struct r600_resource *)view->resource;
util_copy_image_view(&images->views[slot], view);
si_sampler_view_add_buffer(ctx, &res->b.b,
RADEON_USAGE_READWRITE);
if (res->b.b.target == PIPE_BUFFER) {
si_make_buffer_descriptor(screen, res,
view->format,
view->u.buf.first_element,
view->u.buf.last_element,
images->desc.list + slot * 8);
images->compressed_colortex_mask &= ~(1 << slot);
} else {
static const unsigned char swizzle[4] = { 0, 1, 2, 3 };
struct r600_texture *tex = (struct r600_texture *)res;
unsigned level;
unsigned width, height, depth;
uint32_t *desc = images->desc.list + slot * 8;
assert(!tex->is_depth);
assert(tex->fmask.size == 0);
if (tex->dcc_offset &&
view->access & PIPE_IMAGE_ACCESS_WRITE)
r600_texture_disable_dcc(&screen->b, tex);
if (is_compressed_colortex(tex)) {
images->compressed_colortex_mask |= 1 << slot;
} else {
images->compressed_colortex_mask &= ~(1 << slot);
}
if (tex->dcc_offset &&
p_atomic_read(&tex->framebuffers_bound))
ctx->need_check_render_feedback = true;
/* Always force the base level to the selected level.
*
* This is required for 3D textures, where otherwise
* selecting a single slice for non-layered bindings
* fails. It doesn't hurt the other targets.
*/
level = view->u.tex.level;
width = u_minify(res->b.b.width0, level);
height = u_minify(res->b.b.height0, level);
depth = u_minify(res->b.b.depth0, level);
si_make_texture_descriptor(screen, tex,
false, res->b.b.target,
view->format, swizzle,
0, 0,
view->u.tex.first_layer,
view->u.tex.last_layer,
width, height, depth,
desc, NULL);
si_set_mutable_tex_desc_fields(tex, tex->surface.level, level,
util_format_get_blockwidth(view->format),
false, desc);
}
images->desc.enabled_mask |= 1u << slot;
images->desc.dirty_mask |= 1u << slot;
}
static void
si_set_shader_images(struct pipe_context *pipe, unsigned shader,
unsigned start_slot, unsigned count,
struct pipe_image_view *views)
{
struct si_context *ctx = (struct si_context *)pipe;
struct si_screen *screen = ctx->screen;
struct si_images_info *images = &ctx->images[shader];
unsigned i, slot;
@ -522,77 +598,12 @@ si_set_shader_images(struct pipe_context *pipe, unsigned shader,
assert(start_slot + count <= SI_NUM_IMAGES);
for (i = 0, slot = start_slot; i < count; ++i, ++slot) {
struct r600_resource *res;
if (!views || !views[i].resource) {
si_disable_shader_image(images, slot);
continue;
}
res = (struct r600_resource *)views[i].resource;
util_copy_image_view(&images->views[slot], &views[i]);
si_sampler_view_add_buffer(ctx, &res->b.b,
RADEON_USAGE_READWRITE);
if (res->b.b.target == PIPE_BUFFER) {
si_make_buffer_descriptor(screen, res,
views[i].format,
views[i].u.buf.first_element,
views[i].u.buf.last_element,
images->desc.list + slot * 8);
images->compressed_colortex_mask &= ~(1 << slot);
} else {
static const unsigned char swizzle[4] = { 0, 1, 2, 3 };
struct r600_texture *tex = (struct r600_texture *)res;
unsigned level;
unsigned width, height, depth;
uint32_t *desc = images->desc.list + slot * 8;
assert(!tex->is_depth);
assert(tex->fmask.size == 0);
if (tex->dcc_offset &&
views[i].access & PIPE_IMAGE_ACCESS_WRITE)
r600_texture_disable_dcc(&screen->b, tex);
if (is_compressed_colortex(tex)) {
images->compressed_colortex_mask |= 1 << slot;
} else {
images->compressed_colortex_mask &= ~(1 << slot);
}
if (tex->dcc_offset &&
p_atomic_read(&tex->framebuffers_bound))
ctx->need_check_render_feedback = true;
/* Always force the base level to the selected level.
*
* This is required for 3D textures, where otherwise
* selecting a single slice for non-layered bindings
* fails. It doesn't hurt the other targets.
*/
level = views[i].u.tex.level;
width = u_minify(res->b.b.width0, level);
height = u_minify(res->b.b.height0, level);
depth = u_minify(res->b.b.depth0, level);
si_make_texture_descriptor(screen, tex,
false, res->b.b.target,
views[i].format, swizzle,
0, 0,
views[i].u.tex.first_layer, views[i].u.tex.last_layer,
width, height, depth,
desc, NULL);
si_set_mutable_tex_desc_fields(tex, tex->surface.level,
level,
util_format_get_blockwidth(views[i].format),
false, desc);
}
images->desc.enabled_mask |= 1u << slot;
images->desc.dirty_mask |= 1u << slot;
if (views) {
for (i = 0, slot = start_slot; i < count; ++i, ++slot)
si_set_shader_image(ctx, images, slot, &views[i]);
} else {
for (i = 0, slot = start_slot; i < count; ++i, ++slot)
si_set_shader_image(ctx, images, slot, NULL);
}
}