gallium/radeon: move r600_common_context::texture_buffers to r600g
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
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@ -648,7 +648,7 @@ texture_buffer_sampler_view(struct r600_context *rctx,
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view->tex_resource_words[7] = S_03001C_TYPE(V_03001C_SQ_TEX_VTX_VALID_BUFFER);
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if (tmp->resource.gpu_address)
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LIST_ADDTAIL(&view->list, &rctx->b.texture_buffers);
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LIST_ADDTAIL(&view->list, &rctx->texture_buffers);
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return &view->base;
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}
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@ -133,6 +133,7 @@ static struct pipe_context *r600_create_context(struct pipe_screen *screen,
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goto fail;
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rctx->screen = rscreen;
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LIST_INITHEAD(&rctx->texture_buffers);
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r600_init_blit_functions(rctx);
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@ -501,6 +501,11 @@ struct r600_context {
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unsigned zwritemask;
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int ps_iter_samples;
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/* The list of all texture buffer objects in this context.
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* This list is walked when a buffer is invalidated/reallocated and
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* the GPU addresses are updated. */
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struct list_head texture_buffers;
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/* Index buffer. */
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struct pipe_index_buffer index_buffer;
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@ -2829,7 +2829,7 @@ static void r600_invalidate_buffer(struct pipe_context *ctx, struct pipe_resourc
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}
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/* Texture buffer objects - update the virtual addresses in descriptors. */
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LIST_FOR_EACH_ENTRY(view, &rctx->b.texture_buffers, list) {
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LIST_FOR_EACH_ENTRY(view, &rctx->texture_buffers, list) {
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if (view->base.texture == &rbuffer->b.b) {
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uint64_t offset = view->base.u.buf.offset;
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uint64_t va = rbuffer->gpu_address + offset;
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@ -528,8 +528,6 @@ bool r600_common_context_init(struct r600_common_context *rctx,
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RADEON_GPU_RESET_COUNTER);
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}
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LIST_INITHEAD(&rctx->texture_buffers);
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r600_init_context_texture_functions(rctx);
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r600_init_viewport_functions(rctx);
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r600_streamout_init(rctx);
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@ -615,11 +615,6 @@ struct r600_common_context {
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bool query_active;
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} dcc_stats[5];
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/* The list of all texture buffer objects in this context.
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* This list is walked when a buffer is invalidated/reallocated and
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* the GPU addresses are updated. */
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struct list_head texture_buffers;
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struct pipe_debug_callback debug;
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void *query_result_shader;
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