lavapipe: split out gfx stage unbinding

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21866>
This commit is contained in:
Mike Blumenkrantz 2023-03-13 13:23:07 -04:00 committed by Marge Bot
parent 42ebb995c5
commit 770d162318

View file

@ -665,7 +665,6 @@ handle_graphics_stages(struct rendering_state *state, VkShaderStageFlagBits shad
state->has_pcbuf[sh] = false;
}
bool has_stage[MESA_SHADER_STAGES] = { false };
state->tess_states[0] = NULL;
state->tess_states[1] = NULL;
state->gs_output_lines = GS_OUTPUT_NONE;
@ -684,20 +683,17 @@ handle_graphics_stages(struct rendering_state *state, VkShaderStageFlagBits shad
state->inlines_dirty[MESA_SHADER_VERTEX] = state->shaders[MESA_SHADER_VERTEX]->inlines.can_inline;
if (!state->shaders[MESA_SHADER_VERTEX]->inlines.can_inline)
state->pctx->bind_vs_state(state->pctx, state->shaders[MESA_SHADER_VERTEX]->shader_cso);
has_stage[MESA_SHADER_VERTEX] = true;
break;
case VK_SHADER_STAGE_GEOMETRY_BIT:
state->inlines_dirty[MESA_SHADER_GEOMETRY] = state->shaders[MESA_SHADER_GEOMETRY]->inlines.can_inline;
if (!state->shaders[MESA_SHADER_GEOMETRY]->inlines.can_inline)
state->pctx->bind_gs_state(state->pctx, state->shaders[MESA_SHADER_GEOMETRY]->shader_cso);
state->gs_output_lines = state->shaders[MESA_SHADER_GEOMETRY]->pipeline_nir->nir->info.gs.output_primitive == SHADER_PRIM_LINES ? GS_OUTPUT_LINES : GS_OUTPUT_NOT_LINES;
has_stage[MESA_SHADER_GEOMETRY] = true;
break;
case VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT:
state->inlines_dirty[MESA_SHADER_TESS_CTRL] = state->shaders[MESA_SHADER_TESS_CTRL]->inlines.can_inline;
if (!state->shaders[MESA_SHADER_TESS_CTRL]->inlines.can_inline)
state->pctx->bind_tcs_state(state->pctx, state->shaders[MESA_SHADER_TESS_CTRL]->shader_cso);
has_stage[MESA_SHADER_TESS_CTRL] = true;
break;
case VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT:
state->inlines_dirty[MESA_SHADER_TESS_EVAL] = state->shaders[MESA_SHADER_TESS_EVAL]->inlines.can_inline;
@ -712,7 +708,6 @@ handle_graphics_stages(struct rendering_state *state, VkShaderStageFlagBits shad
}
if (!dynamic_tess_origin)
state->tess_ccw = false;
has_stage[MESA_SHADER_TESS_EVAL] = true;
break;
default:
assert(0);
@ -720,13 +715,40 @@ handle_graphics_stages(struct rendering_state *state, VkShaderStageFlagBits shad
}
}
}
}
if (state->pctx->bind_gs_state && !has_stage[MESA_SHADER_GEOMETRY])
state->pctx->bind_gs_state(state->pctx, NULL);
if (state->pctx->bind_tcs_state && !has_stage[MESA_SHADER_TESS_CTRL])
state->pctx->bind_tcs_state(state->pctx, NULL);
if (state->pctx->bind_tes_state && !has_stage[MESA_SHADER_TESS_EVAL])
state->pctx->bind_tes_state(state->pctx, NULL);
static void
unbind_graphics_stages(struct rendering_state *state, VkShaderStageFlagBits shader_stages)
{
u_foreach_bit(vkstage, shader_stages) {
gl_shader_stage stage = vk_to_mesa_shader_stage(1<<vkstage);
switch (stage) {
case MESA_SHADER_FRAGMENT:
if (state->shaders[MESA_SHADER_FRAGMENT])
state->pctx->bind_fs_state(state->pctx, NULL);
state->noop_fs_bound = false;
break;
case MESA_SHADER_GEOMETRY:
if (state->shaders[MESA_SHADER_GEOMETRY])
state->pctx->bind_gs_state(state->pctx, NULL);
break;
case MESA_SHADER_TESS_CTRL:
if (state->shaders[MESA_SHADER_TESS_CTRL])
state->pctx->bind_tcs_state(state->pctx, NULL);
break;
case MESA_SHADER_TESS_EVAL:
if (state->shaders[MESA_SHADER_TESS_EVAL])
state->pctx->bind_tes_state(state->pctx, NULL);
break;
case MESA_SHADER_VERTEX:
if (state->shaders[MESA_SHADER_VERTEX])
state->pctx->bind_vs_state(state->pctx, NULL);
break;
default:
unreachable("what stage is this?!");
}
state->shaders[stage] = NULL;
}
}
static void
@ -749,11 +771,10 @@ static void handle_graphics_pipeline(struct vk_cmd_queue_entry *cmd,
const struct vk_graphics_pipeline_state *ps = &pipeline->graphics_state;
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++) {
if (pipeline->graphics_state.shader_stages & mesa_to_vk_shader_stage(sh))
state->shaders[sh] = &pipeline->shaders[sh];
else
state->shaders[sh] = NULL;
}
handle_graphics_stages(state, pipeline->graphics_state.shader_stages, dynamic_tess_origin);