v3d: use more an auxiliar devinfo

Improve readability by using an auxiliar
        struct v3d_device_info *devinfo = &screen->devinfo;

this was triggered by the use of the v3d_X macro, where just having a
devinfo makes is more friendly. As we are here, we used it on other
places of the code.

Acked-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23172>
This commit is contained in:
Alejandro Piñeiro 2023-05-22 23:39:10 +02:00 committed by Marge Bot
parent a5c8be30d1
commit b7c35f5998
3 changed files with 14 additions and 11 deletions

View file

@ -432,8 +432,9 @@ v3d_tlb_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_screen *screen = v3d->screen;
struct v3d_device_info *devinfo = &screen->devinfo;
if (screen->devinfo.ver < 40 || !info->mask)
if (devinfo->ver < 40 || !info->mask)
return;
bool is_color_blit = info->mask & PIPE_MASK_RGBA;
@ -459,11 +460,11 @@ v3d_tlb_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
util_format_is_depth_or_stencil(info->dst.format))
return;
if (!v3d_rt_format_supported(&screen->devinfo, info->src.format))
if (!v3d_rt_format_supported(devinfo, info->src.format))
return;
if (v3d_get_rt_format(&screen->devinfo, info->src.format) !=
v3d_get_rt_format(&screen->devinfo, info->dst.format))
if (v3d_get_rt_format(devinfo, info->src.format) !=
v3d_get_rt_format(devinfo, info->dst.format))
return;
bool msaa = (info->src.resource->nr_samples > 1 ||
@ -472,7 +473,7 @@ v3d_tlb_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
info->dst.resource->nr_samples < 2);
if (is_msaa_resolve &&
!v3d_format_supports_tlb_msaa_resolve(&screen->devinfo, info->src.format))
!v3d_format_supports_tlb_msaa_resolve(devinfo, info->src.format))
return;
v3d_flush_jobs_writing_resource(v3d, info->src.resource, V3D_FLUSH_DEFAULT, false);
@ -554,7 +555,7 @@ v3d_tlb_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
info->mask &= ~PIPE_MASK_S;
}
v3d_X(&v3d->screen->devinfo, start_binning)(v3d, job);
v3d_X(devinfo, start_binning)(v3d, job);
v3d_job_submit(v3d, job);

View file

@ -343,6 +343,7 @@ v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
{
struct v3d_screen *screen = v3d_screen(pscreen);
struct v3d_context *v3d;
struct v3d_device_info *devinfo = &screen->devinfo;
/* Prevent dumping of the shaders built during context setup. */
uint32_t saved_shaderdb_flag = v3d_mesa_debug & V3D_DEBUG_SHADERDB;
@ -371,8 +372,8 @@ v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
pctx->invalidate_resource = v3d_invalidate_resource;
pctx->get_sample_position = v3d_get_sample_position;
v3d_X(&screen->devinfo, draw_init)(pctx);
v3d_X(&screen->devinfo, state_init)(pctx);
v3d_X(devinfo, draw_init)(pctx);
v3d_X(devinfo, state_init)(pctx);
v3d_program_init(pctx);
v3d_query_init(pctx);
v3d_resource_context_init(pctx);

View file

@ -493,6 +493,7 @@ void
v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job)
{
struct v3d_screen *screen = v3d->screen;
struct v3d_device_info *devinfo = &screen->devinfo;
if (!job->needs_flush)
goto done;
@ -507,10 +508,10 @@ v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job)
if (job->needs_primitives_generated)
v3d_ensure_prim_counts_allocated(v3d);
v3d_X(&screen->devinfo, emit_rcl)(job);
v3d_X(devinfo, emit_rcl)(job);
if (cl_offset(&job->bcl) > 0)
v3d_X(&screen->devinfo, bcl_epilogue)(v3d, job);
v3d_X(devinfo, bcl_epilogue)(v3d, job);
/* While the RCL will implicitly depend on the last RCL to have
* finished, we also need to block on any previous TFU job we may have
@ -545,7 +546,7 @@ v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job)
/* On V3D 4.1, the tile alloc/state setup moved to register writes
* instead of binner packets.
*/
if (screen->devinfo.ver >= 41) {
if (devinfo->ver >= 41) {
v3d_job_add_bo(job, job->tile_alloc);
job->submit.qma = job->tile_alloc->offset;
job->submit.qms = job->tile_alloc->size;