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