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panfrost: Set FAU count based on program->push
There's no "cutoff" to worry about on Bifrost, just do the simple thing. Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8973>
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1 changed files with 5 additions and 3 deletions
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@ -64,6 +64,8 @@ pan_prepare_bifrost_props(struct panfrost_shader_state *state,
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panfrost_program *program,
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gl_shader_stage stage)
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{
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unsigned fau_count = DIV_ROUND_UP(program->push.count, 2);
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switch (stage) {
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case MESA_SHADER_VERTEX:
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pan_prepare(&state->properties, RENDERER_PROPERTIES);
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@ -71,7 +73,7 @@ pan_prepare_bifrost_props(struct panfrost_shader_state *state,
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state->properties.uniform_buffer_count = state->ubo_count;
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pan_prepare(&state->preload, PRELOAD);
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state->preload.uniform_count = state->uniform_count;
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state->preload.uniform_count = fau_count;
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state->preload.vertex.vertex_id = true;
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state->preload.vertex.instance_id = true;
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break;
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@ -94,7 +96,7 @@ pan_prepare_bifrost_props(struct panfrost_shader_state *state,
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state->properties.bifrost.shader_wait_dependency_7 = program->wait_7;
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pan_prepare(&state->preload, PRELOAD);
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state->preload.uniform_count = state->uniform_count;
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state->preload.uniform_count = fau_count;
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state->preload.fragment.fragment_position = state->reads_frag_coord;
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state->preload.fragment.coverage = true;
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state->preload.fragment.primitive_flags = state->reads_face;
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@ -104,7 +106,7 @@ pan_prepare_bifrost_props(struct panfrost_shader_state *state,
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state->properties.uniform_buffer_count = state->ubo_count;
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pan_prepare(&state->preload, PRELOAD);
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state->preload.uniform_count = state->uniform_count;
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state->preload.uniform_count = fau_count;
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state->preload.compute.local_invocation_xy = true;
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state->preload.compute.local_invocation_z = true;
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