diff --git a/src/intel/vulkan/genX_cmd_buffer.c b/src/intel/vulkan/genX_cmd_buffer.c index af7ced32e39..6c1cd04f336 100644 --- a/src/intel/vulkan/genX_cmd_buffer.c +++ b/src/intel/vulkan/genX_cmd_buffer.c @@ -2118,7 +2118,8 @@ emit_binding_table(struct anv_cmd_buffer *cmd_buffer, return VK_SUCCESS; } - struct anv_pipeline_bind_map *map = &pipeline->shaders[stage]->bind_map; + struct anv_shader_bin *bin = pipeline->shaders[stage]; + struct anv_pipeline_bind_map *map = &bin->bind_map; if (map->surface_count == 0) { *bt_state = (struct anv_state) { 0, }; return VK_SUCCESS; @@ -2292,6 +2293,16 @@ emit_binding_table(struct anv_cmd_buffer *cmd_buffer, break; case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC: + /* If the shader never does any UBO pulls (this is a fairly common + * case) then we don't need to fill out those binding table entries. + * The real cost savings here is that we don't have to build the + * surface state for them which is surprisingly expensive when it's + * on the hot-path. + */ + if (!bin->prog_data->has_ubo_pull) + continue; + /* Fall through */ + case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC: { /* Compute the offset within the buffer */ uint32_t dynamic_offset =