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i965: Use ctx->Texture._MaxEnabledTexImageUnit for upper bound
Avoid looping over 32/48/96 (!!) tex image units every draw, most of which we don't care about. Improves performance on everyone's favorite not-a-benchmark by 2.9% on Haswell. Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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2 changed files with 4 additions and 2 deletions
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@ -315,7 +315,8 @@ brw_predraw_resolve_buffers(struct brw_context *brw)
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intel_renderbuffer_resolve_hiz(brw, depth_irb);
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/* Resolve depth buffer and render cache of each enabled texture. */
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for (int i = 0; i < ctx->Const.MaxCombinedTextureImageUnits; i++) {
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int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
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for (int i = 0; i <= maxEnabledUnit; i++) {
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if (!ctx->Texture.Unit[i]._ReallyEnabled)
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continue;
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tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
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@ -46,8 +46,9 @@ void brw_validate_textures( struct brw_context *brw )
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{
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struct gl_context *ctx = &brw->ctx;
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int i;
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int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
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for (i = 0; i < ctx->Const.MaxCombinedTextureImageUnits; i++) {
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for (i = 0; i <= maxEnabledUnit; i++) {
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struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
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if (texUnit->_ReallyEnabled) {
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