asahi: drop any_draws
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27616>
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@@ -130,7 +130,6 @@ agx_batch_init(struct agx_context *ctx,
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batch->clear_stencil = 0;
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batch->varyings = 0;
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batch->geometry_state = 0;
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batch->any_draws = false;
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batch->initialized = false;
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batch->draws = 0;
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agx_bo_unreference(batch->sampler_heap.bo);
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@@ -1288,7 +1288,7 @@ agx_flush_batch(struct agx_context *ctx, struct agx_batch *batch)
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assert(!agx_batch_is_submitted(batch));
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/* Make sure there's something to submit. */
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if (!batch->clear && !batch->any_draws) {
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if (!batch->clear) {
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agx_batch_reset(ctx, batch);
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return;
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}
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@@ -5128,8 +5128,6 @@ agx_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info,
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batch->resolve |= ctx->zs->store;
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}
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batch->any_draws = true;
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/* When we approach the end of a command buffer, cycle it out for a new one.
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* We only need to do this once per draw as long as we conservatively
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* estimate the maximum bytes of VDM commands that this draw will emit.
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@@ -5258,8 +5256,6 @@ 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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@@ -317,7 +317,6 @@ struct agx_batch {
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/* PIPE_CLEAR_* bitmask */
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uint32_t clear, draw, load, resolve;
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bool any_draws;
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bool initialized;
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uint64_t uploaded_clear_color[PIPE_MAX_COLOR_BUFS];
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