[Mesa-dev] [PATCH] etnaviv: shrink struct etna_3d_state
Lucas Stach
l.stach at pengutronix.de
Wed Mar 27 15:09:52 UTC 2019
Am Mittwoch, den 27.03.2019, 14:58 +0100 schrieb Christian Gmeiner:
> Drop struct members which are only written to but never read from.
>
> Signed-off-by: Christian Gmeiner <christian.gmeiner at gmail.com>
Reviewed-by: Lucas Stach <l.stach at pengutronix.de>
> ---
> src/gallium/drivers/etnaviv/etnaviv_emit.c | 17 -----------------
> src/gallium/drivers/etnaviv/etnaviv_internal.h | 6 ------
> 2 files changed, 23 deletions(-)
>
> diff --git a/src/gallium/drivers/etnaviv/etnaviv_emit.c b/src/gallium/drivers/etnaviv/etnaviv_emit.c
> index f788896dd8..ed7b7ee3cb 100644
> --- a/src/gallium/drivers/etnaviv/etnaviv_emit.c
> +++ b/src/gallium/drivers/etnaviv/etnaviv_emit.c
> @@ -250,21 +250,6 @@ etna_emit_state(struct etna_context *ctx)
> etna_set_state(stream, VIVS_TS_FLUSH_CACHE, VIVS_TS_FLUSH_CACHE_FLUSH);
> }
>
> - /* If MULTI_SAMPLE_CONFIG.MSAA_SAMPLES changed, clobber affected shader
> - * state to make sure it is always rewritten. */
> - if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) {
> - if ((ctx->gpu3d.GL_MULTI_SAMPLE_CONFIG & VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__MASK) !=
> - (ctx->framebuffer.GL_MULTI_SAMPLE_CONFIG & VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__MASK)) {
> - /* XXX what does the GPU set these states to on MSAA samples change?
> - * Does it do the right thing?
> - * (increase/decrease as necessary) or something else? Just set some
> - * invalid value until we know for
> - * sure. */
> - ctx->gpu3d.PS_INPUT_COUNT = 0xffffffff;
> - ctx->gpu3d.PS_TEMP_REGISTER_CONTROL = 0xffffffff;
> - }
> - }
> -
> /* Update vertex elements. This is different from any of the other states, in that
> * a) the number of vertex elements written matters: so write only active ones
> * b) the vertex element states must all be written: do not skip entries that stay the same */
> @@ -693,8 +678,6 @@ etna_emit_state(struct etna_context *ctx)
> /* Copy uniforms to gpu3d, so that incremental updates to uniforms are
> * possible as long as the
> * same shader remains bound */
> - ctx->gpu3d.vs_uniforms_size = ctx->shader_state.vs_uniforms_size;
> - ctx->gpu3d.ps_uniforms_size = ctx->shader_state.ps_uniforms_size;
> memcpy(ctx->gpu3d.VS_UNIFORMS, ctx->shader_state.VS_UNIFORMS,
> ctx->shader_state.vs_uniforms_size * 4);
> memcpy(ctx->gpu3d.PS_UNIFORMS, ctx->shader_state.PS_UNIFORMS,
> diff --git a/src/gallium/drivers/etnaviv/etnaviv_internal.h b/src/gallium/drivers/etnaviv/etnaviv_internal.h
> index 77214d9ccb..29566dbd5e 100644
> --- a/src/gallium/drivers/etnaviv/etnaviv_internal.h
> +++ b/src/gallium/drivers/etnaviv/etnaviv_internal.h
> @@ -270,12 +270,6 @@ struct compiled_shader_state {
>
> /* state of some 3d and common registers relevant to etna driver */
> struct etna_3d_state {
> - unsigned vs_uniforms_size;
> - unsigned ps_uniforms_size;
> -
> - uint32_t /*01008*/ PS_INPUT_COUNT;
> - uint32_t /*0100C*/ PS_TEMP_REGISTER_CONTROL;
> - uint32_t /*03818*/ GL_MULTI_SAMPLE_CONFIG;
> uint32_t /*05000*/ VS_UNIFORMS[VIVS_VS_UNIFORMS__LEN];
> uint32_t /*07000*/ PS_UNIFORMS[VIVS_PS_UNIFORMS__LEN];
> };
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