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author | Kenneth Graunke <kenneth@whitecape.org> | 2013-08-14 20:25:40 -0700 |
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committer | Kenneth Graunke <kenneth@whitecape.org> | 2013-08-19 13:17:00 -0700 |
commit | 7e9559c9ba4dd82aca83b08d039103e38a3f94be (patch) | |
tree | be8c9972a7c13d46d83699f236fe8d5dfac60320 /src/mesa/drivers/dri/i965/brw_vs_surface_state.c | |
parent | c642bd3dcc1a6f1039732c614ab8a56dd3779427 (diff) | |
download | external_mesa3d-7e9559c9ba4dd82aca83b08d039103e38a3f94be.zip external_mesa3d-7e9559c9ba4dd82aca83b08d039103e38a3f94be.tar.gz external_mesa3d-7e9559c9ba4dd82aca83b08d039103e38a3f94be.tar.bz2 |
i965/vs: Rework binding table size calculation.
Unlike the FS, the VS backend already computed the binding table size.
However, it did so poorly: after compilation, it looked to see if any
pull constants/textures/UBOs were in use, and set num_surfaces to the
maximum surface index for that category. If the VS only used a single
texture or UBO, this overcounted by quite a bit.
The shader time surface was also noted at state upload time (during
drawing), not at compile time, which is inefficient. I believe it also
had an off by one error.
This patch computes it accurately, while also simplifying the code.
It also renames num_surfaces to binding_table_size, since num_surfaces
wasn't actually the number of surfaces used. For example, a VS that
used one UBO and no other surfaces would have set num_surfaces to
SURF_INDEX_VS_UBO(1) == 18, rather than 1. A bit of a misnomer there.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_vs_surface_state.c')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_vs_surface_state.c | 6 |
1 files changed, 1 insertions, 5 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vs_surface_state.c b/src/mesa/drivers/dri/i965/brw_vs_surface_state.c index eaeff95..2c2d713 100644 --- a/src/mesa/drivers/dri/i965/brw_vs_surface_state.c +++ b/src/mesa/drivers/dri/i965/brw_vs_surface_state.c @@ -140,16 +140,12 @@ brw_vs_upload_binding_table(struct brw_context *brw) if (INTEL_DEBUG & DEBUG_SHADER_TIME) { gen7_create_shader_time_surface(brw, &brw->vs.surf_offset[SURF_INDEX_VS_SHADER_TIME]); - - assert(brw->vs.prog_data->base.num_surfaces - <= SURF_INDEX_VS_SHADER_TIME); - brw->vs.prog_data->base.num_surfaces = SURF_INDEX_VS_SHADER_TIME; } /* CACHE_NEW_VS_PROG: Skip making a binding table if we don't use textures or * pull constants. */ - if (brw->vs.prog_data->base.num_surfaces == 0) { + if (brw->vs.prog_data->base.binding_table_size == 0) { if (brw->vs.bind_bo_offset != 0) { brw->state.dirty.brw |= BRW_NEW_VS_BINDING_TABLE; brw->vs.bind_bo_offset = 0; |