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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>
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1 changed files with 7 additions and 1 deletions
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@ -931,7 +931,7 @@ static void r600_bind_vs_state(struct pipe_context *ctx, void *state)
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{
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struct r600_context *rctx = (struct r600_context *)ctx;
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if (!state)
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if (!state || rctx->vs_shader == state)
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return;
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rctx->vs_shader = (struct r600_pipe_shader_selector *)state;
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@ -943,6 +943,9 @@ static void r600_bind_gs_state(struct pipe_context *ctx, void *state)
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{
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struct r600_context *rctx = (struct r600_context *)ctx;
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if (state == rctx->gs_shader)
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return;
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rctx->gs_shader = (struct r600_pipe_shader_selector *)state;
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r600_update_vs_writes_viewport_index(&rctx->b, r600_get_vs_info(rctx));
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@ -962,6 +965,9 @@ static void r600_bind_tes_state(struct pipe_context *ctx, void *state)
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{
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struct r600_context *rctx = (struct r600_context *)ctx;
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if (state == rctx->tes_shader)
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return;
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rctx->tes_shader = (struct r600_pipe_shader_selector *)state;
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r600_update_vs_writes_viewport_index(&rctx->b, r600_get_vs_info(rctx));
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