[MESA_SHADER_COMPUTE] = 0,
};
+static uint32_t
+emit_patched_surface_state(struct iris_batch *batch,
+ uint32_t *surface_state,
+ const struct iris_resource *res,
+ unsigned reloc_flags)
+{
+ const int num_dwords = GENX(RENDER_SURFACE_STATE_length);
+ uint32_t offset;
+ uint32_t *dw = iris_alloc_state(batch, 4 * num_dwords, 64, &offset);
+
+ STATIC_ASSERT(GENX(RENDER_SURFACE_STATE_SurfaceBaseAddress_start) % 32 == 0);
+ int addr_idx = GENX(RENDER_SURFACE_STATE_SurfaceBaseAddress_start) / 32;
+ for (uint32_t i = 0; i < addr_idx; i++)
+ dw[i] = surface_state[i];
+
+ uint64_t *qw = (uint64_t *) &dw[addr_idx];
+ // XXX: mt->offset, if needed
+ *qw = iris_state_reloc(batch, (void *)qw - batch->statebuf.map, res->bo,
+ surface_state[addr_idx + 1], reloc_flags);
+
+ for (uint32_t i = addr_idx + 1; i < num_dwords; i++)
+ dw[i] = surface_state[i];
+
+ return offset;
+}
+
static void
iris_upload_render_state(struct iris_context *ice,
struct iris_batch *batch,
// - render targets - write and read
// XXX: 3DSTATE_BINDING_TABLE_POINTERS_XS
+ for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
+ struct iris_compiled_shader *shader = ice->shaders.prog[stage];
+ if (!shader) // XXX: dirty bits
+ continue;
+
+ struct brw_stage_prog_data *prog_data = (void *) shader->prog_data;
+ uint32_t bt_offset = 0;
+ uint32_t *bt_map = NULL;
+
+ if (prog_data->binding_table.size_bytes != 0) {
+ bt_map = iris_alloc_state(batch, prog_data->binding_table.size_bytes,
+ 64, &bt_offset);
+ }
+
+ iris_emit_cmd(batch, GENX(3DSTATE_BINDING_TABLE_POINTERS_VS), ptr) {
+ ptr._3DCommandSubOpcode = 38 + stage;
+ ptr.PointertoVSBindingTable = bt_offset;
+ }
+
+ if (stage == MESA_SHADER_FRAGMENT) {
+ struct pipe_framebuffer_state *cso_fb = &ice->state.framebuffer;
+ for (unsigned i = 0; i < cso_fb->nr_cbufs; i++) {
+ struct iris_surface *surf = (void *) cso_fb->cbufs[i];
+ struct iris_resource *res = (void *) surf->pipe.texture;
+
+ *bt_map++ = emit_patched_surface_state(batch, surf->surface_state,
+ res, RELOC_WRITE);
+ }
+ }
+ }
+
for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
if (!(dirty & (IRIS_DIRTY_SAMPLER_STATES_VS << stage)))
continue;