On 30.06.2017 00:11, Timothy Arceri wrote:


On 30/06/17 05:59, Samuel Pitoiset wrote:
This will allow to skip few partial flushes when bindless
descriptors have to be re-uploaded.

Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com>
---
  src/gallium/drivers/radeonsi/si_blit.c          |  4 +--
  src/gallium/drivers/radeonsi/si_pipe.h          |  4 +--
src/gallium/drivers/radeonsi/si_state_shaders.c | 38 +++++++++++++++++--------
  3 files changed, 30 insertions(+), 16 deletions(-)

diff --git a/src/gallium/drivers/radeonsi/si_blit.c b/src/gallium/drivers/radeonsi/si_blit.c
index 631676bcd79..45a023d4e2c 100644
--- a/src/gallium/drivers/radeonsi/si_blit.c
+++ b/src/gallium/drivers/radeonsi/si_blit.c
@@ -795,9 +795,9 @@ static void si_decompress_textures(struct si_context *sctx, unsigned shader_mask
      }
      if (shader_mask & u_bit_consecutive(0, SI_NUM_GRAPHICS_SHADERS)) {
-        if (sctx->uses_bindless_samplers)
+        if (sctx->shader_uses_bindless_samplers_mask)
              si_decompress_resident_textures(sctx);
-        if (sctx->uses_bindless_images)
+        if (sctx->shader_uses_bindless_images_mask)
              si_decompress_resident_images(sctx);
      } else if (shader_mask & (1 << PIPE_SHADER_COMPUTE)) {
          if (sctx->cs_shader_state.program->uses_bindless_samplers)
diff --git a/src/gallium/drivers/radeonsi/si_pipe.h b/src/gallium/drivers/radeonsi/si_pipe.h
index bd724e80a06..507635e7576 100644
--- a/src/gallium/drivers/radeonsi/si_pipe.h
+++ b/src/gallium/drivers/radeonsi/si_pipe.h
@@ -439,8 +439,8 @@ struct si_context {
      struct util_dynarray    resident_tex_needs_depth_decompress;
      /* Bindless state */
-    bool            uses_bindless_samplers;
-    bool            uses_bindless_images;
+    unsigned        shader_uses_bindless_samplers_mask;
+    unsigned        shader_uses_bindless_images_mask;

Probably doesn't make much difference here, but you could use uint8_t here. Or even uint16_t to leave some room for future stages.

Make it a uint8_t. I don't think new stages are coming soon.

With that changed, this patch is

Reviewed-by: Nicolai Hähnle <nicolai.haeh...@amd.com>



  };
  /* cik_sdma.c */
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
index af3f2a90e2a..1dd01b36c8f 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -2221,20 +2221,34 @@ static void si_update_clip_regs(struct si_context *sctx,
          si_mark_atom_dirty(sctx, &sctx->clip_regs);
  }
+static void si_update_shader_uses_bindless_masks(struct si_context *sctx,
+                         struct si_shader_selector *sel,
+                         enum pipe_shader_type type)
+{
+    if (si_shader_uses_bindless_samplers(sel))
+        sctx->shader_uses_bindless_samplers_mask |= 1u << type;
+    else
+        sctx->shader_uses_bindless_samplers_mask &= ~(1u << type);
+
+    if (si_shader_uses_bindless_images(sel))
+        sctx->shader_uses_bindless_images_mask |= 1u << type;
+    else
+        sctx->shader_uses_bindless_images_mask &= ~(1u << type);
+}
+
  static void si_update_common_shader_state(struct si_context *sctx)
  {
-    sctx->uses_bindless_samplers =
-        si_shader_uses_bindless_samplers(sctx->vs_shader.cso)  ||
-        si_shader_uses_bindless_samplers(sctx->gs_shader.cso)  ||
-        si_shader_uses_bindless_samplers(sctx->ps_shader.cso)  ||
-        si_shader_uses_bindless_samplers(sctx->tcs_shader.cso) ||
-        si_shader_uses_bindless_samplers(sctx->tes_shader.cso);
-    sctx->uses_bindless_images =
-        si_shader_uses_bindless_images(sctx->vs_shader.cso)  ||
-        si_shader_uses_bindless_images(sctx->gs_shader.cso)  ||
-        si_shader_uses_bindless_images(sctx->ps_shader.cso)  ||
-        si_shader_uses_bindless_images(sctx->tcs_shader.cso) ||
-        si_shader_uses_bindless_images(sctx->tes_shader.cso);
+    si_update_shader_uses_bindless_masks(sctx, sctx->vs_shader.cso,
+                         PIPE_SHADER_VERTEX);
+    si_update_shader_uses_bindless_masks(sctx, sctx->ps_shader.cso,
+                         PIPE_SHADER_FRAGMENT);
+    si_update_shader_uses_bindless_masks(sctx, sctx->gs_shader.cso,
+                         PIPE_SHADER_GEOMETRY);
+    si_update_shader_uses_bindless_masks(sctx, sctx->tcs_shader.cso,
+                         PIPE_SHADER_TESS_CTRL);
+    si_update_shader_uses_bindless_masks(sctx, sctx->tes_shader.cso,
+                         PIPE_SHADER_TESS_EVAL);
+
      sctx->do_update_shaders = true;
  }

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Aber vergiss niemals, wie sie sein sollte.
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