radeonsi: don't do GFX-specific texture decompression for compute
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
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@ -801,22 +801,22 @@ void si_decompress_textures(struct si_context *sctx, unsigned shader_mask)
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si_decompress_resident_textures(sctx);
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if (sctx->uses_bindless_images)
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si_decompress_resident_images(sctx);
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if (sctx->ps_uses_fbfetch) {
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struct pipe_surface *cb0 = sctx->framebuffer.state.cbufs[0];
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si_decompress_color_texture(sctx,
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(struct r600_texture*)cb0->texture,
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cb0->u.tex.first_layer,
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cb0->u.tex.last_layer);
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}
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si_check_render_feedback(sctx);
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} else if (shader_mask & (1 << PIPE_SHADER_COMPUTE)) {
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if (sctx->cs_shader_state.program->uses_bindless_samplers)
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si_decompress_resident_textures(sctx);
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if (sctx->cs_shader_state.program->uses_bindless_images)
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si_decompress_resident_images(sctx);
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}
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if (sctx->ps_uses_fbfetch) {
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struct pipe_surface *cb0 = sctx->framebuffer.state.cbufs[0];
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si_decompress_color_texture(sctx,
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(struct r600_texture*)cb0->texture,
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cb0->u.tex.first_layer,
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cb0->u.tex.last_layer);
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}
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si_check_render_feedback(sctx);
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}
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/* Helper for decompressing a portion of a color or depth resource before
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