}
#endif
+struct push_bos {
+ struct {
+ struct iris_address addr;
+ uint32_t length;
+ } buffers[4];
+ int buffer_count;
+};
+
+static void
+setup_constant_buffers(struct iris_context *ice,
+ struct iris_batch *batch,
+ int stage,
+ struct push_bos *push_bos)
+{
+ struct iris_shader_state *shs = &ice->state.shaders[stage];
+ struct iris_compiled_shader *shader = ice->shaders.prog[stage];
+ struct brw_stage_prog_data *prog_data = (void *) shader->prog_data;
+
+ int n = 0;
+ for (int i = 0; i < 4; i++) {
+ const struct brw_ubo_range *range = &prog_data->ubo_ranges[i];
+
+ if (range->length == 0)
+ continue;
+
+ /* Range block is a binding table index, map back to UBO index. */
+ unsigned block_index = iris_bti_to_group_index(
+ &shader->bt, IRIS_SURFACE_GROUP_UBO, range->block);
+ assert(block_index != IRIS_SURFACE_NOT_USED);
+
+ struct pipe_shader_buffer *cbuf = &shs->constbuf[block_index];
+ struct iris_resource *res = (void *) cbuf->buffer;
+
+ assert(cbuf->buffer_offset % 32 == 0);
+
+ push_bos->buffers[n].length = range->length;
+ push_bos->buffers[n].addr =
+ res ? ro_bo(res->bo, range->start * 32 + cbuf->buffer_offset)
+ : ro_bo(batch->screen->workaround_bo, 0);
+ n++;
+ }
+
+ push_bos->buffer_count = n;
+}
+
+static void
+emit_push_constant_packets(struct iris_context *ice,
+ struct iris_batch *batch,
+ int stage,
+ const struct push_bos *push_bos)
+{
+ struct iris_compiled_shader *shader = ice->shaders.prog[stage];
+ struct brw_stage_prog_data *prog_data = (void *) shader->prog_data;
+
+ iris_emit_cmd(batch, GENX(3DSTATE_CONSTANT_VS), pkt) {
+ pkt._3DCommandSubOpcode = push_constant_opcodes[stage];
+ if (prog_data) {
+ /* The Skylake PRM contains the following restriction:
+ *
+ * "The driver must ensure The following case does not occur
+ * without a flush to the 3D engine: 3DSTATE_CONSTANT_* with
+ * buffer 3 read length equal to zero committed followed by a
+ * 3DSTATE_CONSTANT_* with buffer 0 read length not equal to
+ * zero committed."
+ *
+ * To avoid this, we program the buffers in the highest slots.
+ * This way, slot 0 is only used if slot 3 is also used.
+ */
+ int n = push_bos->buffer_count;
+ assert(n <= 4);
+ const unsigned shift = 4 - n;
+ for (int i = 0; i < n; i++) {
+ pkt.ConstantBody.ReadLength[i + shift] =
+ push_bos->buffers[i].length;
+ pkt.ConstantBody.Buffer[i + shift] = push_bos->buffers[i].addr;
+ }
+ }
+ }
+}
+
static void
iris_upload_dirty_render_state(struct iris_context *ice,
struct iris_batch *batch,
if (shs->sysvals_need_upload)
upload_sysvals(ice, stage);
- struct brw_stage_prog_data *prog_data = (void *) shader->prog_data;
-
- iris_emit_cmd(batch, GENX(3DSTATE_CONSTANT_VS), pkt) {
- pkt._3DCommandSubOpcode = push_constant_opcodes[stage];
- if (prog_data) {
- /* The Skylake PRM contains the following restriction:
- *
- * "The driver must ensure The following case does not occur
- * without a flush to the 3D engine: 3DSTATE_CONSTANT_* with
- * buffer 3 read length equal to zero committed followed by a
- * 3DSTATE_CONSTANT_* with buffer 0 read length not equal to
- * zero committed."
- *
- * To avoid this, we program the buffers in the highest slots.
- * This way, slot 0 is only used if slot 3 is also used.
- */
- int n = 3;
-
- for (int i = 3; i >= 0; i--) {
- const struct brw_ubo_range *range = &prog_data->ubo_ranges[i];
-
- if (range->length == 0)
- continue;
-
- /* Range block is a binding table index, map back to UBO index. */
- unsigned block_index = iris_bti_to_group_index(
- &shader->bt, IRIS_SURFACE_GROUP_UBO, range->block);
- assert(block_index != IRIS_SURFACE_NOT_USED);
-
- struct pipe_shader_buffer *cbuf = &shs->constbuf[block_index];
- struct iris_resource *res = (void *) cbuf->buffer;
-
- assert(cbuf->buffer_offset % 32 == 0);
-
- pkt.ConstantBody.ReadLength[n] = range->length;
- pkt.ConstantBody.Buffer[n] =
- res ? ro_bo(res->bo, range->start * 32 + cbuf->buffer_offset)
- : ro_bo(batch->screen->workaround_bo, 0);
- n--;
- }
- }
- }
+ struct push_bos push_bos = {};
+ setup_constant_buffers(ice, batch, stage, &push_bos);
+ emit_push_constant_packets(ice, batch, stage, &push_bos);
}
for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {