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v3d: Update the TEXTURE_SHADER_STATE when there’s a new buf for a tex
When a texture is mapped with the DISCARD_WHOLE_RESOURCE flag set, v3d_map_usage_prep will try to allocate a new buffer for the resource. Previously, if the resource was used in a bound texture then nothing would cause it to update the sampler view with the offset for the new buffer. This commit just adds that in by looking at all sampler views and calling v3d_create_texture_shader_state_bo for each one that references this resource. Reviewed-by: Eric Anholt <eric@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6914>
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1 changed files with 25 additions and 0 deletions
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@ -146,6 +146,29 @@ v3d_resource_transfer_unmap(struct pipe_context *pctx,
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slab_free(&v3d->transfer_pool, ptrans);
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}
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static void
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rebind_sampler_views(struct v3d_context *v3d,
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struct v3d_resource *rsc)
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{
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for (int st = 0; st < PIPE_SHADER_TYPES; st++) {
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struct v3d_texture_stateobj *tex = v3d->tex + st;
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for (unsigned i = 0; i < tex->num_textures; i++) {
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struct pipe_sampler_view *psview = tex->textures[i];
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if (psview->texture != &rsc->base)
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continue;
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struct v3d_sampler_view *sview =
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v3d_sampler_view(psview);
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v3d_create_texture_shader_state_bo(v3d, sview);
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v3d_flag_dirty_sampler_state(v3d, st);
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}
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}
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}
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static void
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v3d_map_usage_prep(struct pipe_context *pctx,
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struct pipe_resource *prsc,
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@ -164,6 +187,8 @@ v3d_map_usage_prep(struct pipe_context *pctx,
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v3d->dirty |= VC5_DIRTY_VTXBUF;
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if (prsc->bind & PIPE_BIND_CONSTANT_BUFFER)
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v3d->dirty |= VC5_DIRTY_CONSTBUF;
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if (prsc->bind & PIPE_BIND_SAMPLER_VIEW)
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rebind_sampler_views(v3d, rsc);
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} else {
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/* If we failed to reallocate, flush users so that we
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* don't violate any syncing requirements.
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