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;

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