SI_CONTEXT_CS_PARTIAL_FLUSH))) {
/* If we have to wait for idle, set all states first, so that all
* SET packets are processed in parallel with previous draw calls.
- * Then upload descriptors, set shader pointers, and draw, and
- * prefetch at the end. This ensures that the time the CUs
- * are idle is very short. (there are only SET_SH packets between
- * the wait and the draw)
+ * Then draw and prefetch at the end. This ensures that the time
+ * the CUs are idle is very short.
*/
- struct r600_atom *shader_pointers = &sctx->shader_pointers.atom;
- unsigned masked_atoms = 1u << shader_pointers->id;
+ unsigned masked_atoms = 0;
if (unlikely(sctx->flags & SI_CONTEXT_FLUSH_FOR_RENDER_COND))
masked_atoms |= 1u << sctx->render_cond_atom.id;
- /* Emit all states except shader pointers and render condition. */
+ if (!si_upload_graphics_shader_descriptors(sctx))
+ return;
+
+ /* Emit all states except possibly render condition. */
si_emit_all_states(sctx, info, masked_atoms);
si_emit_cache_flush(sctx);
-
/* <-- CUs are idle here. */
- if (!si_upload_graphics_shader_descriptors(sctx))
- return;
- /* Set shader pointers after descriptors are uploaded. */
- if (si_is_atom_dirty(sctx, shader_pointers))
- shader_pointers->emit(sctx, NULL);
if (si_is_atom_dirty(sctx, &sctx->render_cond_atom))
sctx->render_cond_atom.emit(sctx, NULL);
sctx->dirty_atoms = 0;