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>
This commit is contained in:
Marek Olšák 2018-04-02 21:30:41 -04:00
parent 307bccc6df
commit 8a28679987
1 changed files with 10 additions and 10 deletions

View File

@ -801,12 +801,6 @@ void si_decompress_textures(struct si_context *sctx, unsigned shader_mask)
si_decompress_resident_textures(sctx);
if (sctx->uses_bindless_images)
si_decompress_resident_images(sctx);
} else if (shader_mask & (1 << PIPE_SHADER_COMPUTE)) {
if (sctx->cs_shader_state.program->uses_bindless_samplers)
si_decompress_resident_textures(sctx);
if (sctx->cs_shader_state.program->uses_bindless_images)
si_decompress_resident_images(sctx);
}
if (sctx->ps_uses_fbfetch) {
struct pipe_surface *cb0 = sctx->framebuffer.state.cbufs[0];
@ -817,6 +811,12 @@ void si_decompress_textures(struct si_context *sctx, unsigned shader_mask)
}
si_check_render_feedback(sctx);
} else if (shader_mask & (1 << PIPE_SHADER_COMPUTE)) {
if (sctx->cs_shader_state.program->uses_bindless_samplers)
si_decompress_resident_textures(sctx);
if (sctx->cs_shader_state.program->uses_bindless_images)
si_decompress_resident_images(sctx);
}
}
/* Helper for decompressing a portion of a color or depth resource before