st/mesa: make bindless samplers/images bound to units resident
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@@ -80,6 +80,12 @@ void st_upload_constants(struct st_context *st, struct gl_program *prog)
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}
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}
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/* Make all bindless samplers/images bound texture/image units resident in
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* the context.
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*/
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st_make_bound_samplers_resident(st, prog);
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st_make_bound_images_resident(st, prog);
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/* update constants */
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if (params && params->NumParameters) {
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struct pipe_constant_buffer cb;
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@@ -540,3 +540,97 @@ st_create_image_handle_from_unit(struct st_context *st,
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return pipe->create_image_handle(pipe, &img);
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}
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/**
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* Make all bindless samplers bound to texture units resident in the context.
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*/
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void
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st_make_bound_samplers_resident(struct st_context *st,
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struct gl_program *prog)
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{
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enum pipe_shader_type shader = st_shader_stage_to_ptarget(prog->info.stage);
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struct st_bound_handles *bound_handles = &st->bound_texture_handles[shader];
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struct pipe_context *pipe = st->pipe;
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GLuint64 handle;
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int i;
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/* Remove previous bound texture handles for this stage. */
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st_destroy_bound_texture_handles_per_stage(st, shader);
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if (likely(!prog->sh.HasBoundBindlessSampler))
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return;
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for (i = 0; i < prog->sh.NumBindlessSamplers; i++) {
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struct gl_bindless_sampler *sampler = &prog->sh.BindlessSamplers[i];
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if (!sampler->bound)
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continue;
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/* Request a new texture handle from the driver and make it resident. */
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handle = st_create_texture_handle_from_unit(st, prog, sampler->unit);
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if (!handle)
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continue;
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pipe->make_texture_handle_resident(st->pipe, handle, true);
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/* Overwrite the texture unit value by the resident handle before
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* uploading the constant buffer.
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*/
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*(uint64_t *)sampler->data = handle;
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/* Store the handle in the context. */
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bound_handles->handles = (uint64_t *)
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realloc(bound_handles->handles,
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(bound_handles->num_handles + 1) * sizeof(uint64_t));
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bound_handles->handles[bound_handles->num_handles] = handle;
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bound_handles->num_handles++;
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}
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}
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/**
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* Make all bindless images bound to image units resident in the context.
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*/
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void
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st_make_bound_images_resident(struct st_context *st,
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struct gl_program *prog)
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{
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enum pipe_shader_type shader = st_shader_stage_to_ptarget(prog->info.stage);
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struct st_bound_handles *bound_handles = &st->bound_image_handles[shader];
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struct pipe_context *pipe = st->pipe;
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GLuint64 handle;
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int i;
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/* Remove previous bound image handles for this stage. */
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st_destroy_bound_image_handles_per_stage(st, shader);
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if (likely(!prog->sh.HasBoundBindlessImage))
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return;
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for (i = 0; i < prog->sh.NumBindlessImages; i++) {
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struct gl_bindless_image *image = &prog->sh.BindlessImages[i];
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if (!image->bound)
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continue;
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/* Request a new image handle from the driver and make it resident. */
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handle = st_create_image_handle_from_unit(st, prog, image->unit);
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if (!handle)
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continue;
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pipe->make_image_handle_resident(st->pipe, handle, GL_READ_WRITE, true);
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/* Overwrite the image unit value by the resident handle before uploading
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* the constant buffer.
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*/
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*(uint64_t *)image->data = handle;
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/* Store the handle in the context. */
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bound_handles->handles = (uint64_t *)
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realloc(bound_handles->handles,
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(bound_handles->num_handles + 1) * sizeof(uint64_t));
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bound_handles->handles[bound_handles->num_handles] = handle;
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bound_handles->num_handles++;
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}
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}
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@@ -293,4 +293,12 @@ st_update_single_texture(struct st_context *st,
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struct pipe_sampler_view **sampler_view,
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GLuint texUnit, unsigned glsl_version);
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void
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st_make_bound_samplers_resident(struct st_context *st,
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struct gl_program *prog);
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void
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st_make_bound_images_resident(struct st_context *st,
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struct gl_program *prog);
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#endif
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