iris: Use prog_data->inputs rather than shader info in SBE code.
authorKenneth Graunke <kenneth@whitecape.org>
Wed, 15 Dec 2021 08:53:49 +0000 (00:53 -0800)
committerMarge Bot <emma+marge@anholt.net>
Wed, 19 Jan 2022 01:31:47 +0000 (01:31 +0000)
This should be the same thing, but requires looking up less data.

Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14210>

src/gallium/drivers/iris/iris_state.c

index d6757ec..63812c4 100644 (file)
@@ -4203,13 +4203,11 @@ iris_emit_sbe(struct iris_batch *batch, const struct iris_context *ice)
    const struct iris_rasterizer_state *cso_rast = ice->state.cso_rast;
    const struct brw_wm_prog_data *wm_prog_data = (void *)
       ice->shaders.prog[MESA_SHADER_FRAGMENT]->prog_data;
-   const struct shader_info *fs_info =
-      iris_get_shader_info(ice, MESA_SHADER_FRAGMENT);
    const struct brw_vue_map *last_vue_map =
       &brw_vue_prog_data(ice->shaders.last_vue_shader->prog_data)->vue_map;
 
    unsigned urb_read_offset, urb_read_length;
-   iris_compute_sbe_urb_read_interval(fs_info->inputs_read,
+   iris_compute_sbe_urb_read_interval(wm_prog_data->inputs,
                                       last_vue_map,
                                       cso_rast->light_twoside,
                                       &urb_read_offset, &urb_read_length);