r600g: skip repeating vs, gs, and tes shader binds

The idea is taken from radeonsi. The code lacks some checks for null vs,
and I'm unsure about some changes against that, so I left it in place.

Some statistics for GTAⅣ:
Average tesselation bind skip per frame: ≈350
Average geometric shaders bind skip per frame: ≈260
Skip of binding vertex ones occurs rarely enough to not get into per-frame
counter at all, so I just gonna say: it happens.

v2: I've occasionally removed an empty line, don't do this.
v3: return a check for null tes and gs back, while I haven't figured out
the way to move stride assignment to r600_update_derived_state() (as it
is in radeonsi).

Signed-off-by: Constantine Kharlamov <Hi-Angel@yandex.ru>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Constantine Kharlamov 2017-04-10 23:04:35 +03:00 committed by Marek Olšák
parent a4019a81ab
commit 22de96680c

View file

@ -931,7 +931,7 @@ static void r600_bind_vs_state(struct pipe_context *ctx, void *state)
{
struct r600_context *rctx = (struct r600_context *)ctx;
if (!state)
if (!state || rctx->vs_shader == state)
return;
rctx->vs_shader = (struct r600_pipe_shader_selector *)state;
@ -943,6 +943,9 @@ static void r600_bind_gs_state(struct pipe_context *ctx, void *state)
{
struct r600_context *rctx = (struct r600_context *)ctx;
if (state == rctx->gs_shader)
return;
rctx->gs_shader = (struct r600_pipe_shader_selector *)state;
r600_update_vs_writes_viewport_index(&rctx->b, r600_get_vs_info(rctx));
@ -962,6 +965,9 @@ static void r600_bind_tes_state(struct pipe_context *ctx, void *state)
{
struct r600_context *rctx = (struct r600_context *)ctx;
if (state == rctx->tes_shader)
return;
rctx->tes_shader = (struct r600_pipe_shader_selector *)state;
r600_update_vs_writes_viewport_index(&rctx->b, r600_get_vs_info(rctx));