VkResult anv_CreateShaderModule(
VkDevice _device,
const VkShaderModuleCreateInfo* pCreateInfo,
+ const VkAllocationCallbacks* pAllocator,
VkShaderModule* pShaderModule)
{
ANV_FROM_HANDLE(anv_device, device, _device);
assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO);
assert(pCreateInfo->flags == 0);
- module = anv_device_alloc(device, sizeof(*module) + pCreateInfo->codeSize, 8,
- VK_SYSTEM_ALLOC_TYPE_API_OBJECT);
+ module = anv_alloc2(&device->alloc, pAllocator,
+ sizeof(*module) + pCreateInfo->codeSize, 8,
+ VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (module == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
void anv_DestroyShaderModule(
VkDevice _device,
- VkShaderModule _module)
+ VkShaderModule _module,
+ const VkAllocationCallbacks* pAllocator)
{
ANV_FROM_HANDLE(anv_device, device, _device);
ANV_FROM_HANDLE(anv_shader_module, module, _module);
- anv_device_free(device, module);
-}
-
-VkResult anv_CreateShader(
- VkDevice _device,
- const VkShaderCreateInfo* pCreateInfo,
- VkShader* pShader)
-{
- ANV_FROM_HANDLE(anv_device, device, _device);
- ANV_FROM_HANDLE(anv_shader_module, module, pCreateInfo->module);
- struct anv_shader *shader;
-
- assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_SHADER_CREATE_INFO);
- assert(pCreateInfo->flags == 0);
-
- const char *name = pCreateInfo->pName ? pCreateInfo->pName : "main";
- size_t name_len = strlen(name);
-
- shader = anv_device_alloc(device, sizeof(*shader) + name_len + 1, 8,
- VK_SYSTEM_ALLOC_TYPE_API_OBJECT);
- if (shader == NULL)
- return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
-
- shader->module = module,
- memcpy(shader->entrypoint, name, name_len + 1);
-
- *pShader = anv_shader_to_handle(shader);
-
- return VK_SUCCESS;
-}
-
-void anv_DestroyShader(
- VkDevice _device,
- VkShader _shader)
-{
- ANV_FROM_HANDLE(anv_device, device, _device);
- ANV_FROM_HANDLE(anv_shader, shader, _shader);
-
- anv_device_free(device, shader);
+ anv_free2(&device->alloc, pAllocator, module);
}
#define SPIR_V_MAGIC_NUMBER 0x07230203
-static const gl_shader_stage vk_shader_stage_to_mesa_stage[] = {
- [VK_SHADER_STAGE_VERTEX] = MESA_SHADER_VERTEX,
- [VK_SHADER_STAGE_TESS_CONTROL] = -1,
- [VK_SHADER_STAGE_TESS_EVALUATION] = -1,
- [VK_SHADER_STAGE_GEOMETRY] = MESA_SHADER_GEOMETRY,
- [VK_SHADER_STAGE_FRAGMENT] = MESA_SHADER_FRAGMENT,
- [VK_SHADER_STAGE_COMPUTE] = MESA_SHADER_COMPUTE,
-};
-
-bool
-anv_is_scalar_shader_stage(const struct brw_compiler *compiler,
- VkShaderStage stage)
-{
- return compiler->scalar_stage[vk_shader_stage_to_mesa_stage[stage]];
-}
-
/* Eventually, this will become part of anv_CreateShader. Unfortunately,
* we can't do that yet because we don't have the ability to copy nir.
*/
static nir_shader *
anv_shader_compile_to_nir(struct anv_device *device,
- struct anv_shader *shader, VkShaderStage vk_stage)
+ struct anv_shader_module *module,
+ const char *entrypoint_name,
+ gl_shader_stage stage)
{
- if (strcmp(shader->entrypoint, "main") != 0) {
+ if (strcmp(entrypoint_name, "main") != 0) {
anv_finishme("Multiple shaders per module not really supported");
}
- gl_shader_stage stage = vk_shader_stage_to_mesa_stage[vk_stage];
const struct brw_compiler *compiler =
device->instance->physicalDevice.compiler;
const nir_shader_compiler_options *nir_options =
compiler->glsl_compiler_options[stage].NirOptions;
nir_shader *nir;
- if (shader->module->nir) {
+ if (module->nir) {
/* Some things such as our meta clear/blit code will give us a NIR
* shader directly. In that case, we just ignore the SPIR-V entirely
* and just use the NIR shader */
- nir = shader->module->nir;
+ nir = module->nir;
nir->options = nir_options;
} else {
- uint32_t *spirv = (uint32_t *) shader->module->data;
+ uint32_t *spirv = (uint32_t *) module->data;
assert(spirv[0] == SPIR_V_MAGIC_NUMBER);
- assert(shader->module->size % 4 == 0);
+ assert(module->size % 4 == 0);
- nir = spirv_to_nir(spirv, shader->module->size / 4, stage, nir_options);
+ nir = spirv_to_nir(spirv, module->size / 4, stage, nir_options);
}
nir_validate_shader(nir);
*/
nir_function_impl *entrypoint = NULL;
nir_foreach_overload(nir, overload) {
- if (strcmp(shader->entrypoint, overload->function->name) == 0 &&
+ if (strcmp(entrypoint_name, overload->function->name) == 0 &&
overload->impl) {
assert(entrypoint == NULL);
entrypoint = overload->impl;
VkResult anv_CreatePipelineCache(
VkDevice device,
const VkPipelineCacheCreateInfo* pCreateInfo,
+ const VkAllocationCallbacks* pAllocator,
VkPipelineCache* pPipelineCache)
{
*pPipelineCache = (VkPipelineCache)1;
void anv_DestroyPipelineCache(
VkDevice _device,
- VkPipelineCache _cache)
-{
-}
-
-size_t anv_GetPipelineCacheSize(
- VkDevice device,
- VkPipelineCache pipelineCache)
+ VkPipelineCache _cache,
+ const VkAllocationCallbacks* pAllocator)
{
- stub_return(0);
}
VkResult anv_GetPipelineCacheData(
VkDevice device,
VkPipelineCache pipelineCache,
+ size_t* pDataSize,
void* pData)
{
- stub_return(VK_UNSUPPORTED);
+ *pDataSize = 0;
+ stub_return(VK_SUCCESS);
}
VkResult anv_MergePipelineCaches(
uint32_t srcCacheCount,
const VkPipelineCache* pSrcCaches)
{
- stub_return(VK_UNSUPPORTED);
+ stub_return(VK_SUCCESS);
}
void anv_DestroyPipeline(
VkDevice _device,
- VkPipeline _pipeline)
+ VkPipeline _pipeline,
+ const VkAllocationCallbacks* pAllocator)
{
ANV_FROM_HANDLE(anv_device, device, _device);
ANV_FROM_HANDLE(anv_pipeline, pipeline, _pipeline);
- anv_reloc_list_finish(&pipeline->batch_relocs, pipeline->device);
+ anv_reloc_list_finish(&pipeline->batch_relocs,
+ pAllocator ? pAllocator : &device->alloc);
anv_state_stream_finish(&pipeline->program_stream);
if (pipeline->blend_state.map)
anv_state_pool_free(&device->dynamic_state_pool, pipeline->blend_state);
- anv_device_free(pipeline->device, pipeline);
+ anv_free2(&device->alloc, pAllocator, pipeline);
}
static const uint32_t vk_to_gen_primitive_type[] = {
- [VK_PRIMITIVE_TOPOLOGY_POINT_LIST] = _3DPRIM_POINTLIST,
- [VK_PRIMITIVE_TOPOLOGY_LINE_LIST] = _3DPRIM_LINELIST,
- [VK_PRIMITIVE_TOPOLOGY_LINE_STRIP] = _3DPRIM_LINESTRIP,
- [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST] = _3DPRIM_TRILIST,
- [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP] = _3DPRIM_TRISTRIP,
- [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN] = _3DPRIM_TRIFAN,
- [VK_PRIMITIVE_TOPOLOGY_LINE_LIST_ADJ] = _3DPRIM_LINELIST_ADJ,
- [VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_ADJ] = _3DPRIM_LINESTRIP_ADJ,
- [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_ADJ] = _3DPRIM_TRILIST_ADJ,
- [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_ADJ] = _3DPRIM_TRISTRIP_ADJ,
-/* [VK_PRIMITIVE_TOPOLOGY_PATCH] = _3DPRIM_PATCHLIST_1 */
+ [VK_PRIMITIVE_TOPOLOGY_POINT_LIST] = _3DPRIM_POINTLIST,
+ [VK_PRIMITIVE_TOPOLOGY_LINE_LIST] = _3DPRIM_LINELIST,
+ [VK_PRIMITIVE_TOPOLOGY_LINE_STRIP] = _3DPRIM_LINESTRIP,
+ [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST] = _3DPRIM_TRILIST,
+ [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP] = _3DPRIM_TRISTRIP,
+ [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN] = _3DPRIM_TRIFAN,
+ [VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY] = _3DPRIM_LINELIST_ADJ,
+ [VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY] = _3DPRIM_LINESTRIP_ADJ,
+ [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY] = _3DPRIM_TRILIST_ADJ,
+ [VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY] = _3DPRIM_TRISTRIP_ADJ,
+/* [VK_PRIMITIVE_TOPOLOGY_PATCH_LIST] = _3DPRIM_PATCHLIST_1 */
};
static void
key->nr_color_regions = render_pass->subpasses[info->subpass].color_count;
key->replicate_alpha = key->nr_color_regions > 1 &&
- info->pColorBlendState->alphaToCoverageEnable;
+ info->pMultisampleState &&
+ info->pMultisampleState->alphaToCoverageEnable;
- if (info->pMultisampleState && info->pMultisampleState->rasterSamples > 1) {
+ if (info->pMultisampleState && info->pMultisampleState->rasterizationSamples > 1) {
/* We should probably pull this out of the shader, but it's fairly
* harmless to compute it and then let dead-code take care of it.
*/
key->persample_shading = info->pMultisampleState->sampleShadingEnable;
if (key->persample_shading)
- key->persample_2x = info->pMultisampleState->rasterSamples == 2;
+ key->persample_2x = info->pMultisampleState->rasterizationSamples == 2;
key->compute_pos_offset = info->pMultisampleState->sampleShadingEnable;
key->compute_sample_id = info->pMultisampleState->sampleShadingEnable;
static nir_shader *
anv_pipeline_compile(struct anv_pipeline *pipeline,
- struct anv_shader *shader,
- VkShaderStage stage,
+ struct anv_shader_module *module,
+ const char *entrypoint,
+ gl_shader_stage stage,
struct brw_stage_prog_data *prog_data)
{
const struct brw_compiler *compiler =
pipeline->device->instance->physicalDevice.compiler;
- nir_shader *nir = anv_shader_compile_to_nir(pipeline->device, shader, stage);
+ nir_shader *nir = anv_shader_compile_to_nir(pipeline->device,
+ module, entrypoint, stage);
if (nir == NULL)
return NULL;
- anv_nir_lower_push_constants(nir, anv_is_scalar_shader_stage(compiler, stage));
+ anv_nir_lower_push_constants(nir, compiler->scalar_stage[stage]);
/* Figure out the number of parameters */
prog_data->nr_params = 0;
if (pipeline->layout && pipeline->layout->stage[stage].has_dynamic_offsets)
prog_data->nr_params += MAX_DYNAMIC_BUFFERS * 2;
+ if (pipeline->layout && pipeline->layout->stage[stage].image_count > 0)
+ prog_data->nr_params += pipeline->layout->stage[stage].image_count *
+ BRW_IMAGE_PARAM_SIZE;
+
if (prog_data->nr_params > 0) {
- prog_data->param = (const gl_constant_value **)
- anv_device_alloc(pipeline->device,
- prog_data->nr_params * sizeof(gl_constant_value *),
- 8, VK_SYSTEM_ALLOC_TYPE_INTERNAL_SHADER);
+ /* XXX: I think we're leaking this */
+ prog_data->param = (const union gl_constant_value **)
+ malloc(prog_data->nr_params * sizeof(union gl_constant_value *));
/* We now set the param values to be offsets into a
* anv_push_constant_data structure. Since the compiler doesn't
if (nir->num_uniforms > 0) {
/* Fill out the push constants section of the param array */
for (unsigned i = 0; i < MAX_PUSH_CONSTANTS_SIZE / sizeof(float); i++)
- prog_data->param[i] = (const gl_constant_value *)
+ prog_data->param[i] = (const union gl_constant_value *)
&null_data->client_data[i * sizeof(float)];
}
}
anv_nir_apply_dynamic_offsets(pipeline, nir, prog_data);
/* Apply the actual pipeline layout to UBOs, SSBOs, and textures */
- anv_nir_apply_pipeline_layout(nir, pipeline->layout);
+ if (pipeline->layout)
+ anv_nir_apply_pipeline_layout(nir, prog_data, pipeline->layout);
/* All binding table offsets provided by apply_pipeline_layout() are
* relative to the start of the bindint table (plus MAX_RTS for VS).
*/
- unsigned bias = stage == VK_SHADER_STAGE_FRAGMENT ? MAX_RTS : 0;
+ unsigned bias = stage == MESA_SHADER_FRAGMENT ? MAX_RTS : 0;
prog_data->binding_table.size_bytes = 0;
prog_data->binding_table.texture_start = bias;
prog_data->binding_table.ubo_start = bias;
/* Finish the optimization and compilation process */
nir = brw_lower_nir(nir, &pipeline->device->info, NULL,
- anv_is_scalar_shader_stage(compiler, stage));
+ compiler->scalar_stage[stage]);
/* nir_lower_io will only handle the push constants; we need to set this
* to the full number of possible uniforms.
*/
- nir->num_uniforms = prog_data->nr_params;
+ nir->num_uniforms = prog_data->nr_params * 4;
return nir;
}
memcpy(state.map, data, size);
+ if (!pipeline->device->info.has_llc)
+ anv_state_clflush(state);
+
return state.offset;
}
+
static void
anv_pipeline_add_compiled_stage(struct anv_pipeline *pipeline,
- VkShaderStage stage,
+ gl_shader_stage stage,
struct brw_stage_prog_data *prog_data)
{
struct brw_device_info *devinfo = &pipeline->device->info;
uint32_t max_threads[] = {
- [VK_SHADER_STAGE_VERTEX] = devinfo->max_vs_threads,
- [VK_SHADER_STAGE_TESS_CONTROL] = 0,
- [VK_SHADER_STAGE_TESS_EVALUATION] = 0,
- [VK_SHADER_STAGE_GEOMETRY] = devinfo->max_gs_threads,
- [VK_SHADER_STAGE_FRAGMENT] = devinfo->max_wm_threads,
- [VK_SHADER_STAGE_COMPUTE] = devinfo->max_cs_threads,
+ [MESA_SHADER_VERTEX] = devinfo->max_vs_threads,
+ [MESA_SHADER_TESS_CTRL] = 0,
+ [MESA_SHADER_TESS_EVAL] = 0,
+ [MESA_SHADER_GEOMETRY] = devinfo->max_gs_threads,
+ [MESA_SHADER_FRAGMENT] = devinfo->max_wm_threads,
+ [MESA_SHADER_COMPUTE] = devinfo->max_cs_threads,
};
pipeline->prog_data[stage] = prog_data;
- pipeline->active_stages |= 1 << stage;
+ pipeline->active_stages |= mesa_to_vk_shader_stage(stage);
pipeline->scratch_start[stage] = pipeline->total_scratch;
pipeline->total_scratch =
align_u32(pipeline->total_scratch, 1024) +
static VkResult
anv_pipeline_compile_vs(struct anv_pipeline *pipeline,
const VkGraphicsPipelineCreateInfo *info,
- struct anv_shader *shader)
+ struct anv_shader_module *module,
+ const char *entrypoint)
{
const struct brw_compiler *compiler =
pipeline->device->instance->physicalDevice.compiler;
memset(prog_data, 0, sizeof(*prog_data));
- nir_shader *nir = anv_pipeline_compile(pipeline, shader,
- VK_SHADER_STAGE_VERTEX,
+ nir_shader *nir = anv_pipeline_compile(pipeline, module, entrypoint,
+ MESA_SHADER_VERTEX,
&prog_data->base.base);
if (nir == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
void *mem_ctx = ralloc_context(NULL);
- if (shader->module->nir == NULL)
+ if (module->nir == NULL)
ralloc_steal(mem_ctx, nir);
prog_data->inputs_read = nir->info.inputs_read;
ralloc_free(mem_ctx);
- anv_pipeline_add_compiled_stage(pipeline, VK_SHADER_STAGE_VERTEX,
+ anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_VERTEX,
&prog_data->base.base);
return VK_SUCCESS;
static VkResult
anv_pipeline_compile_gs(struct anv_pipeline *pipeline,
const VkGraphicsPipelineCreateInfo *info,
- struct anv_shader *shader)
+ struct anv_shader_module *module,
+ const char *entrypoint)
{
const struct brw_compiler *compiler =
pipeline->device->instance->physicalDevice.compiler;
memset(prog_data, 0, sizeof(*prog_data));
- nir_shader *nir = anv_pipeline_compile(pipeline, shader,
- VK_SHADER_STAGE_GEOMETRY,
+ nir_shader *nir = anv_pipeline_compile(pipeline, module, entrypoint,
+ MESA_SHADER_GEOMETRY,
&prog_data->base.base);
if (nir == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
void *mem_ctx = ralloc_context(NULL);
- if (shader->module->nir == NULL)
+ if (module->nir == NULL)
ralloc_steal(mem_ctx, nir);
brw_compute_vue_map(&pipeline->device->info,
}
/* TODO: SIMD8 GS */
- pipeline->gs_vec4 =
+ pipeline->gs_kernel =
anv_pipeline_upload_kernel(pipeline, shader_code, code_size);
pipeline->gs_vertex_count = nir->info.gs.vertices_in;
ralloc_free(mem_ctx);
- anv_pipeline_add_compiled_stage(pipeline, VK_SHADER_STAGE_GEOMETRY,
+ anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_GEOMETRY,
&prog_data->base.base);
return VK_SUCCESS;
static VkResult
anv_pipeline_compile_fs(struct anv_pipeline *pipeline,
const VkGraphicsPipelineCreateInfo *info,
- struct anv_shader *shader)
+ struct anv_shader_module *module,
+ const char *entrypoint)
{
const struct brw_compiler *compiler =
pipeline->device->instance->physicalDevice.compiler;
prog_data->binding_table.render_target_start = 0;
- nir_shader *nir = anv_pipeline_compile(pipeline, shader,
- VK_SHADER_STAGE_FRAGMENT,
+ nir_shader *nir = anv_pipeline_compile(pipeline, module, entrypoint,
+ MESA_SHADER_FRAGMENT,
&prog_data->base);
if (nir == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
void *mem_ctx = ralloc_context(NULL);
- if (shader->module->nir == NULL)
+ if (module->nir == NULL)
ralloc_steal(mem_ctx, nir);
unsigned code_size;
ralloc_free(mem_ctx);
- anv_pipeline_add_compiled_stage(pipeline, VK_SHADER_STAGE_FRAGMENT,
+ anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_FRAGMENT,
&prog_data->base);
return VK_SUCCESS;
VkResult
anv_pipeline_compile_cs(struct anv_pipeline *pipeline,
const VkComputePipelineCreateInfo *info,
- struct anv_shader *shader)
+ struct anv_shader_module *module,
+ const char *entrypoint)
{
const struct brw_compiler *compiler =
pipeline->device->instance->physicalDevice.compiler;
memset(prog_data, 0, sizeof(*prog_data));
- nir_shader *nir = anv_pipeline_compile(pipeline, shader,
- VK_SHADER_STAGE_COMPUTE,
+ nir_shader *nir = anv_pipeline_compile(pipeline, module, entrypoint,
+ MESA_SHADER_COMPUTE,
&prog_data->base);
if (nir == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
void *mem_ctx = ralloc_context(NULL);
- if (shader->module->nir == NULL)
+ if (module->nir == NULL)
ralloc_steal(mem_ctx, nir);
unsigned code_size;
shader_code, code_size);
ralloc_free(mem_ctx);
- anv_pipeline_add_compiled_stage(pipeline, VK_SHADER_STAGE_COMPUTE,
+ anv_pipeline_add_compiled_stage(pipeline, MESA_SHADER_COMPUTE,
&prog_data->base);
return VK_SUCCESS;
}
if (states & (1 << VK_DYNAMIC_STATE_LINE_WIDTH)) {
- assert(pCreateInfo->pRasterState);
- dynamic->line_width = pCreateInfo->pRasterState->lineWidth;
+ assert(pCreateInfo->pRasterizationState);
+ dynamic->line_width = pCreateInfo->pRasterizationState->lineWidth;
}
if (states & (1 << VK_DYNAMIC_STATE_DEPTH_BIAS)) {
- assert(pCreateInfo->pRasterState);
- dynamic->depth_bias.bias = pCreateInfo->pRasterState->depthBias;
- dynamic->depth_bias.clamp = pCreateInfo->pRasterState->depthBiasClamp;
- dynamic->depth_bias.slope_scaled =
- pCreateInfo->pRasterState->slopeScaledDepthBias;
+ assert(pCreateInfo->pRasterizationState);
+ dynamic->depth_bias.bias =
+ pCreateInfo->pRasterizationState->depthBiasConstantFactor;
+ dynamic->depth_bias.clamp =
+ pCreateInfo->pRasterizationState->depthBiasClamp;
+ dynamic->depth_bias.slope =
+ pCreateInfo->pRasterizationState->depthBiasSlopeFactor;
}
if (states & (1 << VK_DYNAMIC_STATE_BLEND_CONSTANTS)) {
assert(pCreateInfo->pColorBlendState);
typed_memcpy(dynamic->blend_constants,
- pCreateInfo->pColorBlendState->blendConst, 4);
+ pCreateInfo->pColorBlendState->blendConstants, 4);
}
/* If there is no depthstencil attachment, then don't read
if (states & (1 << VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK)) {
assert(pCreateInfo->pDepthStencilState);
dynamic->stencil_compare_mask.front =
- pCreateInfo->pDepthStencilState->front.stencilCompareMask;
+ pCreateInfo->pDepthStencilState->front.compareMask;
dynamic->stencil_compare_mask.back =
- pCreateInfo->pDepthStencilState->back.stencilCompareMask;
+ pCreateInfo->pDepthStencilState->back.compareMask;
}
if (states & (1 << VK_DYNAMIC_STATE_STENCIL_WRITE_MASK)) {
assert(pCreateInfo->pDepthStencilState);
dynamic->stencil_write_mask.front =
- pCreateInfo->pDepthStencilState->front.stencilWriteMask;
+ pCreateInfo->pDepthStencilState->front.writeMask;
dynamic->stencil_write_mask.back =
- pCreateInfo->pDepthStencilState->back.stencilWriteMask;
+ pCreateInfo->pDepthStencilState->back.writeMask;
}
if (states & (1 << VK_DYNAMIC_STATE_STENCIL_REFERENCE)) {
assert(pCreateInfo->pDepthStencilState);
dynamic->stencil_reference.front =
- pCreateInfo->pDepthStencilState->front.stencilReference;
+ pCreateInfo->pDepthStencilState->front.reference;
dynamic->stencil_reference.back =
- pCreateInfo->pDepthStencilState->back.stencilReference;
+ pCreateInfo->pDepthStencilState->back.reference;
}
}
assert(info->pVertexInputState);
assert(info->pInputAssemblyState);
assert(info->pViewportState);
- assert(info->pRasterState);
- assert(info->pMultisampleState);
+ assert(info->pRasterizationState);
if (subpass && subpass->depth_stencil_attachment != VK_ATTACHMENT_UNUSED)
assert(info->pDepthStencilState);
for (uint32_t i = 0; i < info->stageCount; ++i) {
switch (info->pStages[i].stage) {
- case VK_SHADER_STAGE_TESS_CONTROL:
- case VK_SHADER_STAGE_TESS_EVALUATION:
+ case VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT:
+ case VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT:
assert(info->pTessellationState);
break;
default:
VkResult
anv_pipeline_init(struct anv_pipeline *pipeline, struct anv_device *device,
const VkGraphicsPipelineCreateInfo *pCreateInfo,
- const struct anv_graphics_pipeline_create_info *extra)
+ const struct anv_graphics_pipeline_create_info *extra,
+ const VkAllocationCallbacks *alloc)
{
- VkResult result;
-
anv_validate {
anv_pipeline_validate_create_info(pCreateInfo);
}
+ if (alloc == NULL)
+ alloc = &device->alloc;
+
pipeline->device = device;
pipeline->layout = anv_pipeline_layout_from_handle(pCreateInfo->layout);
- result = anv_reloc_list_init(&pipeline->batch_relocs, device);
- if (result != VK_SUCCESS) {
- anv_device_free(device, pipeline);
- return result;
- }
+ anv_reloc_list_init(&pipeline->batch_relocs, alloc);
+ /* TODO: Handle allocation fail */
+
+ pipeline->batch.alloc = alloc;
pipeline->batch.next = pipeline->batch.start = pipeline->batch_data;
pipeline->batch.end = pipeline->batch.start + sizeof(pipeline->batch_data);
pipeline->batch.relocs = &pipeline->batch_relocs;
if (pCreateInfo->pTessellationState)
anv_finishme("VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO");
if (pCreateInfo->pMultisampleState &&
- pCreateInfo->pMultisampleState->rasterSamples > 1)
+ pCreateInfo->pMultisampleState->rasterizationSamples > 1)
anv_finishme("VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO");
pipeline->use_repclear = extra && extra->use_repclear;
pipeline->vs_simd8 = NO_KERNEL;
pipeline->vs_vec4 = NO_KERNEL;
- pipeline->gs_vec4 = NO_KERNEL;
+ pipeline->gs_kernel = NO_KERNEL;
pipeline->active_stages = 0;
pipeline->total_scratch = 0;
for (uint32_t i = 0; i < pCreateInfo->stageCount; i++) {
- ANV_FROM_HANDLE(anv_shader, shader, pCreateInfo->pStages[i].shader);
+ ANV_FROM_HANDLE(anv_shader_module, module,
+ pCreateInfo->pStages[i].module);
+ const char *entrypoint = pCreateInfo->pStages[i].pName;
switch (pCreateInfo->pStages[i].stage) {
- case VK_SHADER_STAGE_VERTEX:
- anv_pipeline_compile_vs(pipeline, pCreateInfo, shader);
+ case VK_SHADER_STAGE_VERTEX_BIT:
+ anv_pipeline_compile_vs(pipeline, pCreateInfo, module, entrypoint);
break;
- case VK_SHADER_STAGE_GEOMETRY:
- anv_pipeline_compile_gs(pipeline, pCreateInfo, shader);
+ case VK_SHADER_STAGE_GEOMETRY_BIT:
+ anv_pipeline_compile_gs(pipeline, pCreateInfo, module, entrypoint);
break;
- case VK_SHADER_STAGE_FRAGMENT:
- anv_pipeline_compile_fs(pipeline, pCreateInfo, shader);
+ case VK_SHADER_STAGE_FRAGMENT_BIT:
+ anv_pipeline_compile_fs(pipeline, pCreateInfo, module, entrypoint);
break;
default:
anv_finishme("Unsupported shader stage");
const VkPipelineVertexInputStateCreateInfo *vi_info =
pCreateInfo->pVertexInputState;
pipeline->vb_used = 0;
- for (uint32_t i = 0; i < vi_info->bindingCount; i++) {
+ for (uint32_t i = 0; i < vi_info->vertexBindingDescriptionCount; i++) {
const VkVertexInputBindingDescription *desc =
&vi_info->pVertexBindingDescriptions[i];
pipeline->vb_used |= 1 << desc->binding;
- pipeline->binding_stride[desc->binding] = desc->strideInBytes;
+ pipeline->binding_stride[desc->binding] = desc->stride;
/* Step rate is programmed per vertex element (attribute), not
* binding. Set up a map of which bindings step per instance, for
* reference by vertex element setup. */
- switch (desc->stepRate) {
+ switch (desc->inputRate) {
default:
- case VK_VERTEX_INPUT_STEP_RATE_VERTEX:
+ case VK_VERTEX_INPUT_RATE_VERTEX:
pipeline->instancing_enable[desc->binding] = false;
break;
- case VK_VERTEX_INPUT_STEP_RATE_INSTANCE:
+ case VK_VERTEX_INPUT_RATE_INSTANCE:
pipeline->instancing_enable[desc->binding] = true;
break;
}
VkDevice _device,
const VkGraphicsPipelineCreateInfo *pCreateInfo,
const struct anv_graphics_pipeline_create_info *extra,
+ const VkAllocationCallbacks *pAllocator,
VkPipeline *pPipeline)
{
ANV_FROM_HANDLE(anv_device, device, _device);
switch (device->info.gen) {
case 7:
if (device->info.is_haswell)
- return gen75_graphics_pipeline_create(_device, pCreateInfo, extra, pPipeline);
+ return gen75_graphics_pipeline_create(_device, pCreateInfo, extra, pAllocator, pPipeline);
else
- return gen7_graphics_pipeline_create(_device, pCreateInfo, extra, pPipeline);
+ return gen7_graphics_pipeline_create(_device, pCreateInfo, extra, pAllocator, pPipeline);
case 8:
- return gen8_graphics_pipeline_create(_device, pCreateInfo, extra, pPipeline);
+ return gen8_graphics_pipeline_create(_device, pCreateInfo, extra, pAllocator, pPipeline);
case 9:
- return gen9_graphics_pipeline_create(_device, pCreateInfo, extra, pPipeline);
+ return gen9_graphics_pipeline_create(_device, pCreateInfo, extra, pAllocator, pPipeline);
default:
unreachable("unsupported gen\n");
}
VkPipelineCache pipelineCache,
uint32_t count,
const VkGraphicsPipelineCreateInfo* pCreateInfos,
+ const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipelines)
{
VkResult result = VK_SUCCESS;
unsigned i = 0;
for (; i < count; i++) {
result = anv_graphics_pipeline_create(_device, &pCreateInfos[i],
- NULL, &pPipelines[i]);
+ NULL, pAllocator, &pPipelines[i]);
if (result != VK_SUCCESS) {
for (unsigned j = 0; j < i; j++) {
- anv_DestroyPipeline(_device, pPipelines[j]);
+ anv_DestroyPipeline(_device, pPipelines[j], pAllocator);
}
return result;
static VkResult anv_compute_pipeline_create(
VkDevice _device,
const VkComputePipelineCreateInfo* pCreateInfo,
+ const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipeline)
{
ANV_FROM_HANDLE(anv_device, device, _device);
switch (device->info.gen) {
case 7:
if (device->info.is_haswell)
- return gen75_compute_pipeline_create(_device, pCreateInfo, pPipeline);
+ return gen75_compute_pipeline_create(_device, pCreateInfo, pAllocator, pPipeline);
else
- return gen7_compute_pipeline_create(_device, pCreateInfo, pPipeline);
+ return gen7_compute_pipeline_create(_device, pCreateInfo, pAllocator, pPipeline);
case 8:
- return gen8_compute_pipeline_create(_device, pCreateInfo, pPipeline);
+ return gen8_compute_pipeline_create(_device, pCreateInfo, pAllocator, pPipeline);
case 9:
- return gen9_compute_pipeline_create(_device, pCreateInfo, pPipeline);
+ return gen9_compute_pipeline_create(_device, pCreateInfo, pAllocator, pPipeline);
default:
unreachable("unsupported gen\n");
}
VkPipelineCache pipelineCache,
uint32_t count,
const VkComputePipelineCreateInfo* pCreateInfos,
+ const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipelines)
{
VkResult result = VK_SUCCESS;
unsigned i = 0;
for (; i < count; i++) {
result = anv_compute_pipeline_create(_device, &pCreateInfos[i],
- &pPipelines[i]);
+ pAllocator, &pPipelines[i]);
if (result != VK_SUCCESS) {
for (unsigned j = 0; j < i; j++) {
- anv_DestroyPipeline(_device, pPipelines[j]);
+ anv_DestroyPipeline(_device, pPipelines[j], pAllocator);
}
return result;