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>
This commit is contained in:
Dave Airlie
2022-07-26 08:51:20 +10:00
committed by Marge Bot
parent a26543f636
commit 9bbf235fd9
2 changed files with 3 additions and 3 deletions

View File

@@ -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);

View File

@@ -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;