Module: Mesa Branch: main Commit: 9bbf235fd9d4ddc82583672bea4e299e4d69206c URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=9bbf235fd9d4ddc82583672bea4e299e4d69206c
Author: Dave Airlie <[email protected]> Date: Tue Jul 26 08:51:20 2022 +1000 svga: compare shader type against compute not tess eval. To get all graphics stages compare < COMPUTE not <= TESS_EVAL should make it more robust against reordering. Reviewed-by: Emma Anholt <[email protected]> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17747> --- src/gallium/drivers/svga/svga_state_constants.c | 2 +- src/gallium/drivers/svga/svga_state_sampler.c | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/src/gallium/drivers/svga/svga_state_constants.c b/src/gallium/drivers/svga/svga_state_constants.c index 393b9a94840..71ad3b96398 100644 --- a/src/gallium/drivers/svga/svga_state_constants.c +++ b/src/gallium/drivers/svga/svga_state_constants.c @@ -1480,7 +1480,7 @@ update_rawbuf(struct svga_context *svga, uint64 dirty) }; for (enum pipe_shader_type shader = PIPE_SHADER_VERTEX; - shader <= PIPE_SHADER_TESS_EVAL; shader++) { + shader < PIPE_SHADER_COMPUTE; shader++) { unsigned rawbuf_mask = svga->state.raw_constbufs[shader]; update_rawbuf_mask(svga, shader); diff --git a/src/gallium/drivers/svga/svga_state_sampler.c b/src/gallium/drivers/svga/svga_state_sampler.c index b14a642edde..97db0082e21 100644 --- a/src/gallium/drivers/svga/svga_state_sampler.c +++ b/src/gallium/drivers/svga/svga_state_sampler.c @@ -245,7 +245,7 @@ update_sampler_resources(struct svga_context *svga, uint64_t dirty) assert(svga_have_vgpu10(svga)); - for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_TESS_EVAL; shader++) { + for (shader = PIPE_SHADER_VERTEX; shader < PIPE_SHADER_COMPUTE; shader++) { SVGA3dShaderResourceViewId ids[PIPE_MAX_SAMPLERS]; struct svga_winsys_surface *surfaces[PIPE_MAX_SAMPLERS]; struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; @@ -396,7 +396,7 @@ update_samplers(struct svga_context *svga, uint64_t dirty ) assert(svga_have_vgpu10(svga)); - for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_TESS_EVAL; shader++) { + for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_COMPUTE; shader++) { const unsigned count = svga->curr.num_samplers[shader]; SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS*2]; unsigned i;
