iris: Only resolve inputs for actual shader stages

We don't need to consider compute at render time, and don't need to
consider disabled stages.  4% on drawoverhead.
This commit is contained in:
Kenneth Graunke
2018-12-19 20:34:55 -08:00
parent 6c17e7d95f
commit 7ddc1f8ded
3 changed files with 11 additions and 12 deletions

View File

@@ -677,8 +677,8 @@ uint64_t iris_timebase_scale(const struct gen_device_info *devinfo,
/* iris_resolve.c */
void iris_predraw_resolve_inputs(struct iris_context *ice,
struct iris_batch *batch);
void iris_predraw_resolve_inputs(struct iris_batch *batch,
struct iris_shader_state *shs);
void iris_predraw_resolve_framebuffer(struct iris_context *ice,
struct iris_batch *batch);
void iris_postdraw_update_resolve_tracking(struct iris_context *ice,

View File

@@ -98,7 +98,11 @@ iris_draw_vbo(struct pipe_context *ctx, const struct pipe_draw_info *info)
iris_update_compiled_shaders(ice);
iris_predraw_resolve_inputs(ice, batch);
for (gl_shader_stage stage = 0; stage < MESA_SHADER_COMPUTE; stage++) {
if (ice->shaders.prog[stage])
iris_predraw_resolve_inputs(batch, &ice->state.shaders[stage]);
}
iris_predraw_resolve_framebuffer(ice, batch);
iris_binder_reserve_3d(ice);

View File

@@ -74,18 +74,13 @@ resolve_image_views(struct iris_batch *batch,
* enabled depth texture, and flush the render cache for any dirty textures.
*/
void
iris_predraw_resolve_inputs(struct iris_context *ice,
struct iris_batch *batch)
iris_predraw_resolve_inputs(struct iris_batch *batch,
struct iris_shader_state *shs)
{
for (gl_shader_stage stage = 0; stage < MESA_SHADER_STAGES; stage++) {
struct iris_shader_state *shs = &ice->state.shaders[stage];
resolve_sampler_views(batch, shs);
resolve_image_views(batch, shs);
}
// XXX: storage images
}
void
iris_predraw_resolve_framebuffer(struct iris_context *ice,
struct iris_batch *batch)