radeonsi: separate scratch state patching code into its own function
authorMarek Olšák <marek.olsak@amd.com>
Fri, 3 Mar 2017 23:25:27 +0000 (00:25 +0100)
committerMarek Olšák <marek.olsak@amd.com>
Thu, 4 May 2017 22:23:44 +0000 (00:23 +0200)
Picked from a different branch. When we stop using the scratch patching,
this function will not be called.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
src/gallium/drivers/radeonsi/si_state_shaders.c

index 3a9a6f7fcf92ed50b31b96b3fbb3427e4920e3e4..032cc0c3965aaeb28b06111130dfbced41672d3a 100644 (file)
@@ -2651,6 +2651,60 @@ static unsigned si_get_max_scratch_bytes_per_wave(struct si_context *sctx)
        return bytes;
 }
 
+static bool si_update_scratch_relocs(struct si_context *sctx)
+{
+       int r;
+
+       /* Update the shaders, so that they are using the latest scratch.
+        * The scratch buffer may have been changed since these shaders were
+        * last used, so we still need to try to update them, even if they
+        * require scratch buffers smaller than the current size.
+        */
+       r = si_update_scratch_buffer(sctx, sctx->ps_shader.current);
+       if (r < 0)
+               return false;
+       if (r == 1)
+               si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
+
+       r = si_update_scratch_buffer(sctx, sctx->gs_shader.current);
+       if (r < 0)
+               return false;
+       if (r == 1)
+               si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
+
+       r = si_update_scratch_buffer(sctx, sctx->tcs_shader.current);
+       if (r < 0)
+               return false;
+       if (r == 1)
+               si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
+
+       /* VS can be bound as LS, ES, or VS. */
+       r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);
+       if (r < 0)
+               return false;
+       if (r == 1) {
+               if (sctx->tes_shader.current)
+                       si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
+               else if (sctx->gs_shader.current)
+                       si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
+               else
+                       si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
+       }
+
+       /* TES can be bound as ES or VS. */
+       r = si_update_scratch_buffer(sctx, sctx->tes_shader.current);
+       if (r < 0)
+               return false;
+       if (r == 1) {
+               if (sctx->gs_shader.current)
+                       si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
+               else
+                       si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
+       }
+
+       return true;
+}
+
 static bool si_update_spi_tmpring_size(struct si_context *sctx)
 {
        unsigned current_scratch_buffer_size =
@@ -2660,7 +2714,6 @@ static bool si_update_spi_tmpring_size(struct si_context *sctx)
        unsigned scratch_needed_size = scratch_bytes_per_wave *
                sctx->scratch_waves;
        unsigned spi_tmpring_size;
-       int r;
 
        if (scratch_needed_size > 0) {
                if (scratch_needed_size > current_scratch_buffer_size) {
@@ -2680,52 +2733,8 @@ static bool si_update_spi_tmpring_size(struct si_context *sctx)
                                                       &sctx->scratch_buffer->b.b);
                }
 
-               /* Update the shaders, so they are using the latest scratch.  The
-                * scratch buffer may have been changed since these shaders were
-                * last used, so we still need to try to update them, even if
-                * they require scratch buffers smaller than the current size.
-                */
-               r = si_update_scratch_buffer(sctx, sctx->ps_shader.current);
-               if (r < 0)
-                       return false;
-               if (r == 1)
-                       si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
-
-               r = si_update_scratch_buffer(sctx, sctx->gs_shader.current);
-               if (r < 0)
-                       return false;
-               if (r == 1)
-                       si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
-
-               r = si_update_scratch_buffer(sctx, sctx->tcs_shader.current);
-               if (r < 0)
+               if (!si_update_scratch_relocs(sctx))
                        return false;
-               if (r == 1)
-                       si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
-
-               /* VS can be bound as LS, ES, or VS. */
-               r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);
-               if (r < 0)
-                       return false;
-               if (r == 1) {
-                       if (sctx->tes_shader.current)
-                               si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
-                       else if (sctx->gs_shader.current)
-                               si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
-                       else
-                               si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
-               }
-
-               /* TES can be bound as ES or VS. */
-               r = si_update_scratch_buffer(sctx, sctx->tes_shader.current);
-               if (r < 0)
-                       return false;
-               if (r == 1) {
-                       if (sctx->gs_shader.current)
-                               si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
-                       else
-                               si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
-               }
        }
 
        /* The LLVM shader backend should be reporting aligned scratch_sizes. */