The first comment was a bit stale; there are more kinds of surfaces than
textures and pull constants.
The second was a leftover "to do" comment for something I already did.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
gen7_create_shader_time_surface(brw, &stage_state->surf_offset[SURF_INDEX_VEC4_SHADER_TIME]);
}
gen7_create_shader_time_surface(brw, &stage_state->surf_offset[SURF_INDEX_VEC4_SHADER_TIME]);
}
- /* Skip making a binding table if we don't use textures or pull
- * constants.
- */
+ /* If there are no surfaces, skip making the binding table altogether. */
const unsigned entries = prog_data->binding_table_size;
if (entries == 0) {
if (stage_state->bind_bo_offset != 0) {
const unsigned entries = prog_data->binding_table_size;
if (entries == 0) {
if (stage_state->bind_bo_offset != 0) {
- /* Might want to calculate nr_surfaces first, to avoid taking up so much
- * space for the binding table.
- */
bind = brw_state_batch(brw, AUB_TRACE_BINDING_TABLE,
sizeof(uint32_t) * entries,
32, &stage_state->bind_bo_offset);
bind = brw_state_batch(brw, AUB_TRACE_BINDING_TABLE,
sizeof(uint32_t) * entries,
32, &stage_state->bind_bo_offset);