Mesa (main): v3dv: rename v3dv_pack for v3dvx_pack
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Tue Jun 22 10:35:42 UTC 2021
Module: Mesa
Branch: main
Commit: 1dc8c2d9f61f58259185c05f0951fb2ffb128118
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=1dc8c2d9f61f58259185c05f0951fb2ffb128118
Author: Alejandro Piñeiro <apinheiro at igalia.com>
Date: Fri Jun 4 11:27:49 2021 +0200
v3dv: rename v3dv_pack for v3dvx_pack
For consistency, as we use use the v3dvx convention to point that it
depends on the hw version. Also on OpenGL the equivalent macro is
v3dx_pack.
Reviewed-by: Iago Toral Quiroga <itoral at igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
---
src/broadcom/vulkan/v3dv_cl.h | 2 +-
src/broadcom/vulkan/v3dv_cmd_buffer.c | 4 ++--
src/broadcom/vulkan/v3dv_device.c | 2 +-
src/broadcom/vulkan/v3dv_image.c | 4 ++--
src/broadcom/vulkan/v3dv_pipeline.c | 12 ++++++------
5 files changed, 12 insertions(+), 12 deletions(-)
diff --git a/src/broadcom/vulkan/v3dv_cl.h b/src/broadcom/vulkan/v3dv_cl.h
index c3ed2553605..8d1066843e2 100644
--- a/src/broadcom/vulkan/v3dv_cl.h
+++ b/src/broadcom/vulkan/v3dv_cl.h
@@ -213,7 +213,7 @@ cl_pack_emit_reloc(struct v3dv_cl *cl, const struct v3dv_cl_reloc *reloc)
#define cl_emit_prepacked(cl, packet) \
cl_emit_prepacked_sized(cl, packet, sizeof(*(packet)))
-#define v3dv_pack(packed, packet, name) \
+#define v3dvx_pack(packed, packet, name) \
for (struct cl_packet_struct(packet) name = { \
cl_packet_header(packet) \
}, \
diff --git a/src/broadcom/vulkan/v3dv_cmd_buffer.c b/src/broadcom/vulkan/v3dv_cmd_buffer.c
index 5714d0f63b0..27d775a17f5 100644
--- a/src/broadcom/vulkan/v3dv_cmd_buffer.c
+++ b/src/broadcom/vulkan/v3dv_cmd_buffer.c
@@ -3849,9 +3849,9 @@ emit_gl_shader_state(struct v3dv_cmd_buffer *cmd_buffer)
pipeline->shader_state_record, shader) {
/* FIXME: we are setting this values here and during the
- * prepacking. This is because both cl_emit_with_prepacked and v3dv_pack
+ * prepacking. This is because both cl_emit_with_prepacked and v3dvx_pack
* asserts for minimum values of these. It would be good to get
- * v3dv_pack to assert on the final value if possible
+ * v3dvx_pack to assert on the final value if possible
*/
shader.min_coord_shader_input_segments_required_in_play =
pipeline->vpm_cfg_bin.As;
diff --git a/src/broadcom/vulkan/v3dv_device.c b/src/broadcom/vulkan/v3dv_device.c
index 431bba33ee7..bb3104214ef 100644
--- a/src/broadcom/vulkan/v3dv_device.c
+++ b/src/broadcom/vulkan/v3dv_device.c
@@ -2578,7 +2578,7 @@ pack_sampler_state(struct v3dv_sampler *sampler,
sampler->clamp_to_transparent_black_border = true;
}
- v3dv_pack(sampler->sampler_state, SAMPLER_STATE, s) {
+ v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) {
if (pCreateInfo->anisotropyEnable) {
s.anisotropy_enable = true;
if (pCreateInfo->maxAnisotropy > 8)
diff --git a/src/broadcom/vulkan/v3dv_image.c b/src/broadcom/vulkan/v3dv_image.c
index e39a52e6cf8..6c83dda2d1d 100644
--- a/src/broadcom/vulkan/v3dv_image.c
+++ b/src/broadcom/vulkan/v3dv_image.c
@@ -529,7 +529,7 @@ pack_texture_shader_state_helper(struct v3dv_device *device,
image->samples == VK_SAMPLE_COUNT_4_BIT);
const uint32_t msaa_scale = image->samples == VK_SAMPLE_COUNT_1_BIT ? 1 : 2;
- v3dv_pack(image_view->texture_shader_state[index], TEXTURE_SHADER_STATE, tex) {
+ v3dvx_pack(image_view->texture_shader_state[index], TEXTURE_SHADER_STATE, tex) {
tex.level_0_is_strictly_uif =
(image->slices[0].tiling == V3D_TILING_UIF_XOR ||
@@ -778,7 +778,7 @@ pack_texture_shader_state_from_buffer_view(struct v3dv_device *device,
assert(buffer_view->buffer);
const struct v3dv_buffer *buffer = buffer_view->buffer;
- v3dv_pack(buffer_view->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
+ v3dvx_pack(buffer_view->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
tex.swizzle_r = translate_swizzle(PIPE_SWIZZLE_X);
tex.swizzle_g = translate_swizzle(PIPE_SWIZZLE_Y);
tex.swizzle_b = translate_swizzle(PIPE_SWIZZLE_Z);
diff --git a/src/broadcom/vulkan/v3dv_pipeline.c b/src/broadcom/vulkan/v3dv_pipeline.c
index 621c62e8f34..156f8de819b 100644
--- a/src/broadcom/vulkan/v3dv_pipeline.c
+++ b/src/broadcom/vulkan/v3dv_pipeline.c
@@ -2372,7 +2372,7 @@ pack_blend(struct v3dv_pipeline *pipeline,
uint8_t rt_mask = 1 << i;
pipeline->blend.enables |= rt_mask;
- v3dv_pack(pipeline->blend.cfg[i], BLEND_CFG, config) {
+ v3dvx_pack(pipeline->blend.cfg[i], BLEND_CFG, config) {
config.render_target_mask = rt_mask;
config.color_blend_mode = b_state->colorBlendOp;
@@ -2410,7 +2410,7 @@ pack_cfg_bits(struct v3dv_pipeline *pipeline,
pipeline->msaa =
ms_info && ms_info->rasterizationSamples > VK_SAMPLE_COUNT_1_BIT;
- v3dv_pack(pipeline->cfg_bits, CFG_BITS, config) {
+ v3dvx_pack(pipeline->cfg_bits, CFG_BITS, config) {
config.enable_forward_facing_primitive =
rs_info ? !(rs_info->cullMode & VK_CULL_MODE_FRONT_BIT) : false;
@@ -2533,7 +2533,7 @@ pack_single_stencil_cfg(struct v3dv_pipeline *pipeline,
pipeline->dynamic_state.mask & V3DV_DYNAMIC_STENCIL_COMPARE_MASK ?
0 : stencil_state->reference & 0xff;
- v3dv_pack(stencil_cfg, STENCIL_CFG, config) {
+ v3dvx_pack(stencil_cfg, STENCIL_CFG, config) {
config.front_config = is_front;
config.back_config = is_back;
config.stencil_write_mask = write_mask;
@@ -2681,7 +2681,7 @@ pack_shader_state_record(struct v3dv_pipeline *pipeline)
* pipeline (like viewport), . Would need to be filled later, so we are
* doing a partial prepacking.
*/
- v3dv_pack(pipeline->shader_state_record, GL_SHADER_STATE_RECORD, shader) {
+ v3dvx_pack(pipeline->shader_state_record, GL_SHADER_STATE_RECORD, shader) {
shader.enable_clipping = true;
shader.point_size_in_shaded_vertex_data =
@@ -2812,7 +2812,7 @@ pack_vcm_cache_size(struct v3dv_pipeline *pipeline)
assert(sizeof(pipeline->vcm_cache_size) ==
cl_packet_length(VCM_CACHE_SIZE));
- v3dv_pack(pipeline->vcm_cache_size, VCM_CACHE_SIZE, vcm) {
+ v3dvx_pack(pipeline->vcm_cache_size, VCM_CACHE_SIZE, vcm) {
vcm.number_of_16_vertex_batches_for_binning = pipeline->vpm_cfg_bin.Vc;
vcm.number_of_16_vertex_batches_for_rendering = pipeline->vpm_cfg.Vc;
}
@@ -2938,7 +2938,7 @@ pack_shader_state_attribute_record(struct v3dv_pipeline *pipeline,
uint32_t binding = vi_desc->binding;
- v3dv_pack(&pipeline->vertex_attrs[index * packet_length],
+ v3dvx_pack(&pipeline->vertex_attrs[index * packet_length],
GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
/* vec_size == 0 means 4 */
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