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vk/device: Simplify surface_count calculation
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1 changed files with 1 additions and 5 deletions
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@ -2253,7 +2253,6 @@ flush_descriptor_sets(struct anv_cmd_buffer *cmd_buffer)
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struct anv_pipeline_layout *layout = cmd_buffer->pipeline->layout;
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struct anv_bindings *bindings = cmd_buffer->bindings;
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uint32_t layers = cmd_buffer->framebuffer->layers;
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uint32_t surface_count;
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for (uint32_t s = 0; s < VK_NUM_SHADER_STAGE; s++) {
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uint32_t bias;
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@ -2269,10 +2268,7 @@ flush_descriptor_sets(struct anv_cmd_buffer *cmd_buffer)
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/* This is a little awkward: layout can be NULL but we still have to
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* allocate and set a binding table for the PS stage for render
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* targets. */
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if (layout)
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surface_count = layout->stage[s].surface_count;
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else
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surface_count = 0;
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uint32_t surface_count = layout ? layout->stage[s].surface_count : 0;
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if (layers + surface_count > 0) {
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struct anv_state state;
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