We will use this when we implement copying images to buffers using the
TLB, where we'll need to setup a framebuffer and tiling configuration
for the TLB store to the destination buffer.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Initial port of the equivalent v3d_write_uniforms, to be used by the
cmd_buffer when emitting the drawing packets.
Initially doesn't include all the quniform types, only those needed by
the initial basic vulkan tests.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Before that commit we were calling get_viewport_xform to get those
values twice (to emit scissor and viewport), and we found that we
would need that info even more times. So let's just compute that info
when setting the viewport, and reuse the values.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Add support for V3D_DEBUG=clif. Useful to compare clif_dumps from
vulkan small-programs and the equivalent opengl ones.
As we are here we expand clif_dump_packet wrapper to use
v3d42_clif_dump_packet if needed, as the vulkan driver would use that
packet version.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Values still doesn't take into account having vertex elements data,
but keeps some of that half-done code in comments. It would be better
to do that when we get an example using it.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Starting with Viewport/Scissor data from VkGraphicsPipelineCreateInfo.
Note that initially this can be somewhat counter-intuitive. What we
are really doing it is filling up the structs with the dynamic stuff
from the pipeline, when such is not defined as dynamic. This is what
anv/radv does, and basically means that we treat both in the same way,
so easier after that.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
The basic to get the spirv built to nir, including calling some common
nir passes. Pending deep review if all those are needed or if we miss
some, but for that it would be better to be able to run existing
tests.
Enough to get assembly generated for simple tests.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
We would need on OpenGL to update values for all the textures used. On
OpenGL that value can be always took from the context or the nir
shader, but there are cases on Vulkan that it is not the case, or
would force up to recompute it.
Acked-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
The CLs in the command buffer will reference BOs allocated by the application
such as images and buffers, that will be destroyed by the application, so
destroying them with the command buffer won't be correct.
For now, let's just assume that the comman buffer only owns the BOs
it explicitly allocates and that other abstractions own their own
BOs and are responsible from freeing them.
In the future, we might consider a ref/unref system similar to v3d's, but
for now this should work.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
So we have a lower level representation of a buffer object that we can
manipulate that is not tied to a Vulkan representation of memory. This
will be useful as we start allocating driver internal buffers, such as
command lists.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>