panfrost: Deduplicate UBO count assignment

Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9421>
This commit is contained in:
Alyssa Rosenzweig 2021-03-05 00:26:08 +00:00
parent 6a9936f5b5
commit 3fdd3be8d6

View file

@ -49,7 +49,6 @@ pan_shader_prepare_midgard_rsd(const struct pan_shader_info *info,
{
assert((info->push.count & 3) == 0);
rsd->properties.uniform_buffer_count = info->ubo_count;
rsd->properties.midgard.uniform_count = info->push.count / 4;
rsd->properties.midgard.shader_has_side_effects = info->writes_global;
rsd->properties.midgard.fp_mode = MALI_FP_MODE_GL_INF_NAN_ALLOWED;
@ -113,7 +112,6 @@ pan_shader_prepare_bifrost_rsd(const struct pan_shader_info *info,
switch (info->stage) {
case MESA_SHADER_VERTEX:
rsd->properties.bifrost.zs_update_operation = MALI_PIXEL_KILL_STRONG_EARLY;
rsd->properties.uniform_buffer_count = info->ubo_count;
rsd->preload.uniform_count = fau_count;
rsd->preload.vertex.vertex_id = true;
@ -123,7 +121,6 @@ pan_shader_prepare_bifrost_rsd(const struct pan_shader_info *info,
case MESA_SHADER_FRAGMENT:
pan_shader_classify_pixel_kill_coverage(info, rsd);
rsd->properties.uniform_buffer_count = info->ubo_count;
rsd->properties.bifrost.shader_wait_dependency_6 = info->bifrost.wait_6;
rsd->properties.bifrost.shader_wait_dependency_7 = info->bifrost.wait_7;
@ -144,8 +141,6 @@ pan_shader_prepare_bifrost_rsd(const struct pan_shader_info *info,
break;
case MESA_SHADER_COMPUTE:
rsd->properties.uniform_buffer_count = info->ubo_count;
rsd->preload.uniform_count = fau_count;
rsd->preload.compute.local_invocation_xy = true;
rsd->preload.compute.local_invocation_z = true;
@ -178,6 +173,7 @@ pan_shader_prepare_rsd(const struct panfrost_device *dev,
rsd->shader.texture_count = shader_info->texture_count;
rsd->shader.sampler_count = shader_info->sampler_count;
rsd->properties.shader_contains_barrier = shader_info->contains_barrier;
rsd->properties.uniform_buffer_count = shader_info->ubo_count;
if (shader_info->stage == MESA_SHADER_FRAGMENT) {
rsd->properties.shader_contains_barrier |=