The check in batch_bo_finish should catch any undefined values in the batch
but isn't that great for debugging. The checks in the various emit
functions will help get better granularity.
This avoids the full brw context initialization and just sets up context
constants, initializes extensions and sets a few driver vfuncs for the
front-end GLSL compiler.
This supports the three Vulkan border color types for float color
formats. The support for integer formats is a little trickier, as we
don't know the format of the texture at this time.
This commit allows for us to create a whole new surface state buffer when
the old one runs out of room. We simply re-emit the state base address for
the new state, re-emit binding tables, and keep going.
Before, we were emitting surface states up-front when binding tables were
updated. Now, we wait to emit the surface states until we emit the binding
table. This makes meta simpler and should make it easier to deal with
swapping out the surface state buffer.
We need to make sure we use the right index into dynamic offset
array. Dynamic descriptors can be present or not in different stages and
to get the right offset, we need to compute the index at
vkCreateDescriptorSetLayout time.
We do this by creating a surface state on the fly that incorporates the
dynamic offset. This patch also refactor the descriptor set layout
constructor a bit to be less clever with switch statement fall
through. Instead of duplicating the subtle code to update the sampler
and surface slot map, we just use two switch statements.
This mega-commit primarily does two things. First, is to turn anv_batch
into a better abstraction of a batch. Instead of actually having a BO, it
now has a few pointers to some piece of memory that are used to add data to
the "batch". If it gets to the end, there is a function pointer that it
can call to attempt to grow the batch.
The second change is to start using chained batch buffers. When the end of
the current batch BO is reached, it automatically creates a new one and
ineserts an MI_BATCH_BUFFER_START command to chain to it. In this way, our
batch buffers are effectively infinite in length.
Previously, we just blasted out whatever VB's we had marked as "dirty"
regardless of which ones were used by the pipeline. Given that the stride
of the VB is embedded in the pipeline this can cause problems. One problem
is if the pipeline doesn't use the given VB binding we emit a bogus stride.
Another problem is that we weren't properly resetting the dirty bits when
the pipeline changed.
Previously, we waited until later and did a pass through the used surfaces
and did the relocations then. This lead to doing double-relocations which
was causing us to get bogus surface offsets.
Since the binding table pointer is only 16 bits, we can only have 64kb
of binding table state allocated at any given time. With a block size of
1kb, that amounts to just 64 command buffers, which is not enough.
The *_init functions work basically the same as the Vulkan entrypoints
except that they act on an already-created view and take an optional
command buffer option. If a command buffer is given, the surface state is
allocated out of the command buffer's state stream.
The binding table pointers packet only allows for a 16-bit binding table
address so all binding tables have to be in the first 64 KB of the surface
state BO. We solve this by adding a slave block pool that pulls off the
first 64 KB worth of blocks and reserves them for binding tables.