radeonsi: don't save and restore vertex buffers and elements for u_blitter

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák 2017-10-05 20:36:34 +02:00
parent 69ccb9dae7
commit 5f566faa46
2 changed files with 9 additions and 8 deletions

View File

@ -552,7 +552,6 @@ void util_blitter_unset_running_flag(struct blitter_context *blitter)
static void blitter_check_saved_vertex_states(struct blitter_context_priv *ctx)
{
assert(ctx->base.saved_velem_state != INVALID_PTR);
assert(ctx->base.saved_vs != INVALID_PTR);
assert(!ctx->has_geometry_shader || ctx->base.saved_gs != INVALID_PTR);
assert(!ctx->has_tessellation || ctx->base.saved_tcs != INVALID_PTR);
@ -568,13 +567,17 @@ void util_blitter_restore_vertex_states(struct blitter_context *blitter)
unsigned i;
/* Vertex buffer. */
pipe->set_vertex_buffers(pipe, ctx->base.vb_slot, 1,
&ctx->base.saved_vertex_buffer);
pipe_vertex_buffer_unreference(&ctx->base.saved_vertex_buffer);
if (ctx->base.saved_vertex_buffer.buffer.resource) {
pipe->set_vertex_buffers(pipe, ctx->base.vb_slot, 1,
&ctx->base.saved_vertex_buffer);
pipe_vertex_buffer_unreference(&ctx->base.saved_vertex_buffer);
}
/* Vertex elements. */
pipe->bind_vertex_elements_state(pipe, ctx->base.saved_velem_state);
ctx->base.saved_velem_state = INVALID_PTR;
if (ctx->base.saved_velem_state != INVALID_PTR) {
pipe->bind_vertex_elements_state(pipe, ctx->base.saved_velem_state);
ctx->base.saved_velem_state = INVALID_PTR;
}
/* Vertex shader. */
pipe->bind_vs_state(pipe, ctx->base.saved_vs);

View File

@ -54,8 +54,6 @@ static void si_blitter_begin(struct pipe_context *ctx, enum si_blitter_op op)
{
struct si_context *sctx = (struct si_context *)ctx;
util_blitter_save_vertex_buffer_slot(sctx->blitter, sctx->vertex_buffer);
util_blitter_save_vertex_elements(sctx->blitter, sctx->vertex_elements);
util_blitter_save_vertex_shader(sctx->blitter, sctx->vs_shader.cso);
util_blitter_save_tessctrl_shader(sctx->blitter, sctx->tcs_shader.cso);
util_blitter_save_tesseval_shader(sctx->blitter, sctx->tes_shader.cso);