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 <emma@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17747>
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@@ -1480,7 +1480,7 @@ update_rawbuf(struct svga_context *svga, uint64 dirty)
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};
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for (enum pipe_shader_type shader = PIPE_SHADER_VERTEX;
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shader <= PIPE_SHADER_TESS_EVAL; shader++) {
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shader < PIPE_SHADER_COMPUTE; shader++) {
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unsigned rawbuf_mask = svga->state.raw_constbufs[shader];
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update_rawbuf_mask(svga, shader);
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@@ -245,7 +245,7 @@ update_sampler_resources(struct svga_context *svga, uint64_t dirty)
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assert(svga_have_vgpu10(svga));
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for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_TESS_EVAL; shader++) {
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for (shader = PIPE_SHADER_VERTEX; shader < PIPE_SHADER_COMPUTE; shader++) {
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SVGA3dShaderResourceViewId ids[PIPE_MAX_SAMPLERS];
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struct svga_winsys_surface *surfaces[PIPE_MAX_SAMPLERS];
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struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
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@@ -396,7 +396,7 @@ update_samplers(struct svga_context *svga, uint64_t dirty )
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assert(svga_have_vgpu10(svga));
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for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_TESS_EVAL; shader++) {
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for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_COMPUTE; shader++) {
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const unsigned count = svga->curr.num_samplers[shader];
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SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS*2];
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unsigned i;
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