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.
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@@ -677,8 +677,8 @@ uint64_t iris_timebase_scale(const struct gen_device_info *devinfo,
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/* iris_resolve.c */
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void iris_predraw_resolve_inputs(struct iris_context *ice,
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struct iris_batch *batch);
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void iris_predraw_resolve_inputs(struct iris_batch *batch,
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struct iris_shader_state *shs);
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void iris_predraw_resolve_framebuffer(struct iris_context *ice,
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struct iris_batch *batch);
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void iris_postdraw_update_resolve_tracking(struct iris_context *ice,
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@@ -98,7 +98,11 @@ iris_draw_vbo(struct pipe_context *ctx, const struct pipe_draw_info *info)
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iris_update_compiled_shaders(ice);
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iris_predraw_resolve_inputs(ice, batch);
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for (gl_shader_stage stage = 0; stage < MESA_SHADER_COMPUTE; stage++) {
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if (ice->shaders.prog[stage])
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iris_predraw_resolve_inputs(batch, &ice->state.shaders[stage]);
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}
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iris_predraw_resolve_framebuffer(ice, batch);
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iris_binder_reserve_3d(ice);
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@@ -74,18 +74,13 @@ resolve_image_views(struct iris_batch *batch,
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* enabled depth texture, and flush the render cache for any dirty textures.
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*/
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void
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iris_predraw_resolve_inputs(struct iris_context *ice,
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struct iris_batch *batch)
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iris_predraw_resolve_inputs(struct iris_batch *batch,
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struct iris_shader_state *shs)
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{
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for (gl_shader_stage stage = 0; stage < MESA_SHADER_STAGES; stage++) {
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struct iris_shader_state *shs = &ice->state.shaders[stage];
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resolve_sampler_views(batch, shs);
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resolve_image_views(batch, shs);
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}
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// XXX: storage images
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}
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void
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iris_predraw_resolve_framebuffer(struct iris_context *ice,
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struct iris_batch *batch)
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