From 3fdd3be8d6cfc4b829aadb9456312757bd7fa84e Mon Sep 17 00:00:00 2001 From: Alyssa Rosenzweig Date: Fri, 5 Mar 2021 00:26:08 +0000 Subject: [PATCH] panfrost: Deduplicate UBO count assignment Signed-off-by: Alyssa Rosenzweig Part-of: --- src/panfrost/lib/pan_shader.h | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) diff --git a/src/panfrost/lib/pan_shader.h b/src/panfrost/lib/pan_shader.h index 12bf4a0b732..a9d39f7c870 100644 --- a/src/panfrost/lib/pan_shader.h +++ b/src/panfrost/lib/pan_shader.h @@ -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 |=