}
static void
-radv_emit_shaders_prefetch(struct radv_cmd_buffer *cmd_buffer,
- struct radv_pipeline *pipeline)
+radv_emit_prefetch(struct radv_cmd_buffer *cmd_buffer,
+ struct radv_pipeline *pipeline)
{
radv_emit_shader_prefetch(cmd_buffer,
pipeline->shaders[MESA_SHADER_VERTEX]);
* important.
*/
if (pipeline_is_dirty) {
- radv_emit_shaders_prefetch(cmd_buffer,
- cmd_buffer->state.pipeline);
+ radv_emit_prefetch(cmd_buffer,
+ cmd_buffer->state.pipeline);
}
} else {
/* If we don't wait for idle, start prefetches first, then set
si_emit_cache_flush(cmd_buffer);
if (pipeline_is_dirty) {
- radv_emit_shaders_prefetch(cmd_buffer,
- cmd_buffer->state.pipeline);
+ radv_emit_prefetch(cmd_buffer,
+ cmd_buffer->state.pipeline);
}
if (!radv_upload_graphics_shader_descriptors(cmd_buffer, pipeline_is_dirty))