0b8a2de2a1
With independent sets, we're not able to compute immediate values for the index at which to read anv_push_constants::dynamic_offsets to get the offset of a dynamic buffer. This is because the pipeline layout may not have all the descriptor set layouts when we compile the shader. To solve that issue, we insert a layer of indirection. This reworks the dynamic buffer offset storage with a 2D array in anv_cmd_pipeline_state : dynamic_offsets[MAX_SETS][MAX_DYN_BUFFERS] When the pipeline or the dynamic buffer offsets are updated, we flatten that array into the anv_push_constants::dynamic_offsets[MAX_DYN_BUFFERS] array. For shaders compiled with independent sets, the bottom 6 bits of element X in anv_push_constants::desc_sets[] is used to specify the base offsets into the anv_push_constants::dynamic_offsets[] for the set X. The computation in the shader is now something like : base_dyn_buffer_set_idx = anv_push_constants::desc_sets[set_idx] & 0x3f dyn_buffer_offset = anv_push_constants::dynamic_offsets[base_dyn_buffer_set_idx + dynamic_buffer_idx] It was suggested by Faith to use a different push constant buffer with dynamic_offsets prepared for each stage when using independent sets instead, but it feels easier to understand this way. And there is some room for optimization if you are set X and that you know all the sets in the range [0, X], then you can still avoid the indirection. Separate push constant allocations per stage do have a CPU cost. Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Emma Anholt <emma@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15637>