gallium/blitter: no need to save TS state

TS does not affect blitter currently.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37505>
This commit is contained in:
Qiang Yu 2025-10-13 14:22:04 +08:00 committed by Marge Bot
parent 71e0895715
commit 4711fb711c
2 changed files with 1 additions and 12 deletions

View file

@ -185,7 +185,6 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe)
ctx->base.saved_fs = INVALID_PTR;
ctx->base.saved_vs = INVALID_PTR;
ctx->base.saved_gs = INVALID_PTR;
ctx->base.saved_ts = INVALID_PTR;
ctx->base.saved_ms = INVALID_PTR;
ctx->base.saved_velem_state = INVALID_PTR;
ctx->base.saved_fb_state.nr_cbufs = ~0;
@ -609,9 +608,7 @@ void util_blitter_restore_vertex_states(struct blitter_context *blitter)
/* Driver like llvmpipe may not need to save mesh shader state. */
if (ctx->has_mesh_shader && ctx->base.saved_ms != INVALID_PTR) {
pipe->bind_ts_state(pipe, ctx->base.saved_ts);
pipe->bind_ms_state(pipe, ctx->base.saved_ms);
ctx->base.saved_ts = INVALID_PTR;
ctx->base.saved_ms = INVALID_PTR;
}
@ -1359,7 +1356,6 @@ static void blitter_set_common_draw_rect_state(struct blitter_context_priv *ctx,
pipe->bind_tes_state(pipe, NULL);
}
if (ctx->has_mesh_shader && ctx->base.saved_ms != INVALID_PTR) {
pipe->bind_ts_state(pipe, NULL);
pipe->bind_ms_state(pipe, NULL);
}
if (ctx->has_stream_out)

View file

@ -107,7 +107,7 @@ struct blitter_context
void *saved_velem_state; /**< vertex elements state */
void *saved_rs_state; /**< rasterizer state */
void *saved_fs, *saved_vs, *saved_gs, *saved_tcs, *saved_tes; /**< shaders */
void *saved_ts, *saved_ms;
void *saved_ms;
struct pipe_framebuffer_state saved_fb_state; /**< framebuffer state */
struct pipe_stencil_ref saved_stencil_ref; /**< stencil ref */
@ -486,13 +486,6 @@ util_blitter_save_tesseval_shader(struct blitter_context *blitter,
blitter->saved_tes = sh;
}
static inline void
util_blitter_save_task_shader(struct blitter_context *blitter,
void *sh)
{
blitter->saved_ts = sh;
}
static inline void
util_blitter_save_mesh_shader(struct blitter_context *blitter,
void *sh)