Compute shaders don't have access to the framebuffer, so there's no
point in worrying whether a texture is bound as a render target.

This saves a bunch of resolves in GFXBench4 Manhattan 3.1, but doesn't
seem to impact performance at all, at least on Apollolake.
---
 src/mesa/drivers/dri/i965/brw_compute.c | 2 +-
 src/mesa/drivers/dri/i965/brw_context.h | 2 +-
 src/mesa/drivers/dri/i965/brw_draw.c    | 6 +++---
 3 files changed, 5 insertions(+), 5 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_compute.c 
b/src/mesa/drivers/dri/i965/brw_compute.c
index c1b2df590b7..9be7523bab3 100644
--- a/src/mesa/drivers/dri/i965/brw_compute.c
+++ b/src/mesa/drivers/dri/i965/brw_compute.c
@@ -177,7 +177,7 @@ brw_dispatch_compute_common(struct gl_context *ctx)
 
    brw_validate_textures(brw);
 
-   brw_predraw_resolve_inputs(brw);
+   brw_predraw_resolve_inputs(brw, false);
 
    /* Flush the batch if the batch/state buffers are nearly full.  We can
     * grow them if needed, but this is not free, so we'd like to avoid it.
diff --git a/src/mesa/drivers/dri/i965/brw_context.h 
b/src/mesa/drivers/dri/i965/brw_context.h
index 26e71e62b54..0102f154248 100644
--- a/src/mesa/drivers/dri/i965/brw_context.h
+++ b/src/mesa/drivers/dri/i965/brw_context.h
@@ -1234,7 +1234,7 @@ void intel_update_renderbuffers(__DRIcontext *context,
                                 __DRIdrawable *drawable);
 void intel_prepare_render(struct brw_context *brw);
 
-void brw_predraw_resolve_inputs(struct brw_context *brw);
+void brw_predraw_resolve_inputs(struct brw_context *brw, bool rendering);
 
 void intel_resolve_for_dri2_flush(struct brw_context *brw,
                                   __DRIdrawable *drawable);
diff --git a/src/mesa/drivers/dri/i965/brw_draw.c 
b/src/mesa/drivers/dri/i965/brw_draw.c
index b74ab8bde23..80d4891f6f6 100644
--- a/src/mesa/drivers/dri/i965/brw_draw.c
+++ b/src/mesa/drivers/dri/i965/brw_draw.c
@@ -381,7 +381,7 @@ intel_disable_rb_aux_buffer(struct brw_context *brw,
  * enabled depth texture, and flush the render cache for any dirty textures.
  */
 void
-brw_predraw_resolve_inputs(struct brw_context *brw)
+brw_predraw_resolve_inputs(struct brw_context *brw, bool rendering)
 {
    struct gl_context *ctx = &brw->ctx;
    struct intel_texture_object *tex_obj;
@@ -416,7 +416,7 @@ brw_predraw_resolve_inputs(struct brw_context *brw)
          num_layers = INTEL_REMAINING_LAYERS;
       }
 
-      const bool disable_aux =
+      const bool disable_aux = rendering &&
          intel_disable_rb_aux_buffer(brw, tex_obj->mt, min_level, num_levels,
                                      "for sampling");
 
@@ -678,7 +678,7 @@ brw_prepare_drawing(struct gl_context *ctx,
     * and finalizing textures but before setting up any hardware state for
     * this draw call.
     */
-   brw_predraw_resolve_inputs(brw);
+   brw_predraw_resolve_inputs(brw, true);
    brw_predraw_resolve_framebuffer(brw);
 
    /* Bind all inputs, derive varying and size information:
-- 
2.14.2

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