static void si_decompress_textures(struct si_context *sctx, int shader_start, int shader_end) { unsigned compressed_colortex_counter; if (sctx->blitter->running) return; /* Update the compressed_colortex_mask if necessary. */ compressed_colortex_counter = p_atomic_read(&sctx->screen->b.compressed_colortex_counter); if (compressed_colortex_counter != sctx->b.last_compressed_colortex_counter) { sctx->b.last_compressed_colortex_counter = compressed_colortex_counter; si_update_compressed_colortex_masks(sctx); } /* Flush depth textures which need to be flushed. */ for (int i = shader_start; i < shader_end; i++) { if (sctx->samplers[i].depth_texture_mask) { si_flush_depth_textures(sctx, &sctx->samplers[i]); } if (sctx->samplers[i].compressed_colortex_mask) { si_decompress_sampler_color_textures(sctx, &sctx->samplers[i]); } if (sctx->images[i].compressed_colortex_mask) { si_decompress_image_color_textures(sctx, &sctx->images[i]); } } }
static void si_decompress_textures(struct si_context *sctx) { if (!sctx->blitter->running) { /* Flush depth textures which need to be flushed. */ for (int i = 0; i < SI_NUM_SHADERS; i++) { if (sctx->samplers[i].depth_texture_mask) { si_flush_depth_textures(sctx, &sctx->samplers[i]); } if (sctx->samplers[i].compressed_colortex_mask) { si_decompress_color_textures(sctx, &sctx->samplers[i]); } } } }