iris: Use prog_data->inputs rather than shader info in SBE code.

This should be the same thing, but requires looking up less data.

Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14210>
This commit is contained in:
Kenneth Graunke 2021-12-15 00:53:49 -08:00 committed by Marge Bot
parent d475e839da
commit 223edb1ec1
1 changed files with 1 additions and 3 deletions

View File

@ -4203,13 +4203,11 @@ iris_emit_sbe(struct iris_batch *batch, const struct iris_context *ice)
const struct iris_rasterizer_state *cso_rast = ice->state.cso_rast;
const struct brw_wm_prog_data *wm_prog_data = (void *)
ice->shaders.prog[MESA_SHADER_FRAGMENT]->prog_data;
const struct shader_info *fs_info =
iris_get_shader_info(ice, MESA_SHADER_FRAGMENT);
const struct brw_vue_map *last_vue_map =
&brw_vue_prog_data(ice->shaders.last_vue_shader->prog_data)->vue_map;
unsigned urb_read_offset, urb_read_length;
iris_compute_sbe_urb_read_interval(fs_info->inputs_read,
iris_compute_sbe_urb_read_interval(wm_prog_data->inputs,
last_vue_map,
cso_rast->light_twoside,
&urb_read_offset, &urb_read_length);