panfrost: Add the shader BO to the batch in patch_shader_state()

We know a shader will be used by a batch when
panfrost_patch_shader_state() is called, so let's add the shader BO at
that time.

Suggested-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This commit is contained in:
Boris Brezillon
2019-10-01 20:12:12 +02:00
parent 02c265be9d
commit 12f790f7da

View File

@@ -842,12 +842,15 @@ panfrost_patch_shader_state(
unsigned ubo_count = panfrost_ubo_count(ctx, stage);
ss->tripipe->midgard1.uniform_buffer_count = ubo_count;
struct panfrost_batch *batch = panfrost_get_batch_for_fbo(ctx);
/* Add the shader BO to the batch. */
panfrost_batch_add_bo(batch, ss->bo);
/* We can't reuse over frames; that's not safe. The descriptor must be
* transient uploaded */
if (should_upload) {
struct panfrost_batch *batch = panfrost_get_batch_for_fbo(ctx);
return panfrost_upload_transient(batch, ss->tripipe,
sizeof(struct mali_shader_meta));
}
@@ -936,8 +939,6 @@ panfrost_emit_for_draw(struct panfrost_context *ctx, bool with_vertex_data)
panfrost_patch_shader_state(ctx, variant, PIPE_SHADER_FRAGMENT, false);
panfrost_batch_add_bo(batch, variant->bo);
#define COPY(name) ctx->fragment_shader_core.name = variant->tripipe->name
COPY(shader);
@@ -1121,8 +1122,6 @@ panfrost_emit_for_draw(struct panfrost_context *ctx, bool with_vertex_data)
struct panfrost_shader_state *ss = &all->variants[all->active_variant];
panfrost_batch_add_bo(batch, ss->bo);
/* Uniforms are implicitly UBO #0 */
bool has_uniforms = buf->enabled_mask & (1 << 0);