v3d: refactor v3d_tf_statistics_record slightly
Reviewed-by: Eric Anholt <eric@anholt.net>
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@@ -550,8 +550,7 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
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*/
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static void
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v3d_tf_statistics_record(struct v3d_context *v3d,
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const struct pipe_draw_info *info,
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bool prim_tf)
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const struct pipe_draw_info *info)
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{
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if (!v3d->active_queries)
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return;
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@@ -559,10 +558,11 @@ v3d_tf_statistics_record(struct v3d_context *v3d,
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uint32_t prims = u_prims_for_vertices(info->mode, info->count);
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v3d->prims_generated += prims;
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if (prim_tf) {
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/* XXX: Only count if we didn't overflow. */
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v3d->tf_prims_generated += prims;
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}
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if (v3d->streamout.num_targets <= 0)
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return;
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/* XXX: Only count if we didn't overflow. */
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v3d->tf_prims_generated += prims;
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}
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static void
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@@ -757,7 +757,7 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
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prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
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#endif
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v3d_tf_statistics_record(v3d, info, v3d->streamout.num_targets);
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v3d_tf_statistics_record(v3d, info);
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/* Note that the primitive type fields match with OpenGL/gallium
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* definitions, up to but not including QUADS.
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