[Mesa-dev] [PATCH] virgl: add initial shader_storage_buffer_object support. (v2)

Gert Wollny gert.wollny at collabora.com
Mon Jul 23 17:14:04 UTC 2018


Am Montag, den 23.07.2018, 21:17 +1000 schrieb Dave Airlie:
> On 23 July 2018 at 17:28, Gert Wollny <gert.wollny at collabora.com>
> wrote:
> > Am Montag, den 23.07.2018, 17:13 +1000 schrieb Dave Airlie:
> > > On 23 July 2018 at 16:46, Gert Wollny <gert.wollny at collabora.com>
> > > wrote:
> > > > Am Montag, den 23.07.2018, 09:04 +1000 schrieb Dave Airlie:
> > > > > 
> > > > > > > +   uint32_t max_shader_buffer = shader ==
> > > > > > > PIPE_SHADER_FRAGMENT ?
> > > > > > > +      rs->caps.caps.v2.max_shader_buffer_frag_compute :
> > > > > > 
> > > > > > Shouldn't max_shader_buffer_frag_compute also be used for
> > > > > > PIPE_SHADER_COMPUTE?
> > > > > 
> > > > > virgl doesn't support compute shaders yet. Adding support for
> > > > > them is
> > > > > in the future patches.
> > > > 
> > > > I somehow suspected this, but then one should probably
> > > > explicitely
> > > > return zero instead of returning
> > > > max_shader_buffer_other_stages.
> > > 
> > > You can never reach this point of code with shader set to
> > > PIPE_SHADER_COMPUTE.
> > > 
> > > The outer switch statement defaults to return 0 for compute
> > > shaders.
> > 
> > I see, that was not visible in the patch, sorry for the noise.
> 
> Is that an r-b in disguise? :-)

Well, I had to take a closer look for this, and there is one thing that
 I'm wondering about: Are the last five macros in virgl_protocol.h for
the shader buffers actually used? I don't see it, but if they supposed
to be used somewhere then the offsets for the last three entries seem
to be off by one, because currently 
VIRGL_SET_SHADER_BUFFER_OFFSET(0) == VIRGL_SET_SHADER_BUFFER_START_SLOT
== 2

When this is clarified the patch is 
Reviewed-By: Gert Wollny <gert.wollny at collabora.com>

Best, 
Gert 
> 
> Dave.
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