#include "pan_context.h"
#include "util/u_memory.h"
+/* Compute CSOs are tracked like graphics shader CSOs, but are
+ * considerably simpler. We do not implement multiple
+ * variants/keying. So the CSO create function just goes ahead and
+ * compiles the thing. */
+
static void *
panfrost_create_compute_state(
struct pipe_context *pctx,
const struct pipe_compute_state *cso)
{
+ struct panfrost_context *ctx = pan_context(pctx);
+
struct panfrost_shader_variants *so = CALLOC_STRUCT(panfrost_shader_variants);
so->cbase = *cso;
so->is_compute = true;
+ struct panfrost_shader_state *v = &so->variants[0];
+
+ so->variant_count = 1;
+ so->active_variant = 0;
+
+ v->tripipe = malloc(sizeof(struct mali_shader_meta));
+
+ panfrost_shader_compile(ctx, v->tripipe,
+ cso->ir_type, cso->prog, NULL,
+ JOB_TYPE_COMPUTE, v);
+
+
+
return so;
}
static void
panfrost_bind_compute_state(struct pipe_context *pipe, void *cso)
{
- struct pipe_compute_state *state = (struct pipe_compute_state *) cso;
+ struct panfrost_context *ctx = pan_context(pipe);
+
+ struct panfrost_shader_variants *variants =
+ (struct panfrost_shader_variants *) cso;
- printf("Binding compute %p\n", state);
- /* Stub */
+ ctx->shader[PIPE_SHADER_COMPUTE] = variants;
}
static void