tu6_emit_program(&prog_cs, builder, &pipeline->program.binary_bo, true);
pipeline->program.binning_state_ib =
tu_cs_end_sub_stream(&pipeline->cs, &prog_cs);
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (!builder->shaders[i])
+ continue;
+
+ struct tu_program_descriptor_linkage *link = &pipeline->program.link[i];
+ struct ir3_shader *shader = builder->shaders[i]->variants[0].shader;
+
+ link->ubo_state = shader->ubo_state;
+ link->constlen = builder->shaders[i]->variants[0].constlen;
+ link->offset_ubo = shader->const_state.offsets.ubo;
+ link->num_ubo = shader->const_state.num_ubos;
+ link->texture_map = builder->shaders[i]->texture_map;
+ link->sampler_map = builder->shaders[i]->sampler_map;
+ link->ubo_map = builder->shaders[i]->ubo_map;
+ }
}
static void
const struct tu_shader_compile_options *options,
const VkAllocationCallbacks *alloc);
+struct tu_program_descriptor_linkage
+{
+ struct ir3_ubo_analysis_state ubo_state;
+
+ uint32_t constlen;
+
+ uint32_t offset_ubo; /* ubo pointers const offset */
+ uint32_t num_ubo; /* number of ubo pointers */
+
+ struct tu_descriptor_map texture_map;
+ struct tu_descriptor_map sampler_map;
+ struct tu_descriptor_map ubo_map;
+};
+
struct tu_pipeline
{
struct tu_cs cs;
struct tu_bo binary_bo;
struct tu_cs_entry state_ib;
struct tu_cs_entry binning_state_ib;
+
+ struct tu_program_descriptor_linkage link[MESA_SHADER_STAGES];
} program;
struct