asahi: rework compute emptiness tracking

from debugging tess.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26963>
This commit is contained in:
Alyssa Rosenzweig
2024-01-09 20:47:00 -04:00
parent 33229d4ace
commit 6deaaaa46a

View File

@@ -3744,7 +3744,6 @@ agx_launch_gs(struct agx_batch *batch, const struct pipe_draw_info *info,
/* Launch the actual geometry shader */
agx_launch(batch, &grid, gs, PIPE_SHADER_GEOMETRY);
batch->any_draws = true;
/* If we're not rasterizing, the pipeline ends here */
if (ctx->rast->base.rasterizer_discard)
@@ -4389,6 +4388,8 @@ agx_launch(struct agx_batch *batch, const struct pipe_grid_info *info,
struct agx_context *ctx = batch->ctx;
struct agx_device *dev = agx_device(ctx->base.screen);
batch->any_draws = true;
/* To implement load_num_workgroups, the number of workgroups needs to be
* available in GPU memory. This is either the indirect buffer, or just a
* buffer we upload ourselves if not indirect.
@@ -4532,11 +4533,6 @@ agx_launch_grid(struct pipe_context *pipe, const struct pipe_grid_info *info)
agx_batch_init_state(batch);
/* Consider compute launches as "draws" for the purposes of sanity
* checking batch state.
*/
batch->any_draws = true;
struct agx_uncompiled_shader *uncompiled =
ctx->stage[PIPE_SHADER_COMPUTE].shader;