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>
This commit is contained in:
Neil Roberts 2020-09-29 17:24:51 +02:00
parent e2f037e96c
commit 9a899e579a

View file

@ -146,6 +146,29 @@ v3d_resource_transfer_unmap(struct pipe_context *pctx,
slab_free(&v3d->transfer_pool, ptrans);
}
static void
rebind_sampler_views(struct v3d_context *v3d,
struct v3d_resource *rsc)
{
for (int st = 0; st < PIPE_SHADER_TYPES; st++) {
struct v3d_texture_stateobj *tex = v3d->tex + st;
for (unsigned i = 0; i < tex->num_textures; i++) {
struct pipe_sampler_view *psview = tex->textures[i];
if (psview->texture != &rsc->base)
continue;
struct v3d_sampler_view *sview =
v3d_sampler_view(psview);
v3d_create_texture_shader_state_bo(v3d, sview);
v3d_flag_dirty_sampler_state(v3d, st);
}
}
}
static void
v3d_map_usage_prep(struct pipe_context *pctx,
struct pipe_resource *prsc,
@ -164,6 +187,8 @@ v3d_map_usage_prep(struct pipe_context *pctx,
v3d->dirty |= VC5_DIRTY_VTXBUF;
if (prsc->bind & PIPE_BIND_CONSTANT_BUFFER)
v3d->dirty |= VC5_DIRTY_CONSTBUF;
if (prsc->bind & PIPE_BIND_SAMPLER_VIEW)
rebind_sampler_views(v3d, rsc);
} else {
/* If we failed to reallocate, flush users so that we
* don't violate any syncing requirements.