broadcom: fix typos

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22591>
This commit is contained in:
Harri Nieminen
2023-04-20 13:15:05 +03:00
committed by Marge Bot
parent 177c92fe7c
commit c3c63cb1d8
28 changed files with 47 additions and 47 deletions

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@@ -508,7 +508,7 @@ spec@oes_shader_io_blocks@compiler@layout-location-aliasing.vert,Fail
# https://gitlab.freedesktop.org/mesa/piglit/-/merge_requests/800 # https://gitlab.freedesktop.org/mesa/piglit/-/merge_requests/800
spec@!opengl es 3.0@gles-3.0-transform-feedback-uniform-buffer-object,Fail spec@!opengl es 3.0@gles-3.0-transform-feedback-uniform-buffer-object,Fail
# Precission differences between expected and obtained; works if # Precision differences between expected and obtained; works if
# exporting V3D_DEBUG=tmu32. # exporting V3D_DEBUG=tmu32.
spec@oes_texture_view@rendering-formats,Fail spec@oes_texture_view@rendering-formats,Fail
spec@oes_texture_view@rendering-formats@clear GL_R8 as GL_R8I,Fail spec@oes_texture_view@rendering-formats@clear GL_R8 as GL_R8I,Fail
@@ -521,7 +521,7 @@ spec@oes_texture_view@rendering-formats@clear GL_RGBA8 as GL_RG16F,Fail
spec@oes_texture_view@rendering-formats@clear GL_RGBA8 as GL_RG16I,Fail spec@oes_texture_view@rendering-formats@clear GL_RGBA8 as GL_RG16I,Fail
spec@oes_texture_view@rendering-formats@clear GL_RGBA8 as GL_RGBA8I,Fail spec@oes_texture_view@rendering-formats@clear GL_RGBA8 as GL_RGBA8I,Fail
# Also related with precission issues # Also related with precision issues
spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_R32F,Fail spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_R32F,Fail
spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_R32I,Fail spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_R32I,Fail
spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_RG16F,Fail spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_RG16F,Fail

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@@ -299,7 +299,7 @@
<value name="packed complete patches" value="2"/> <value name="packed complete patches" value="2"/>
</enum> </enum>
<enum name="Primitve counters" prefix="V3D_PRIM_COUNTS"> <enum name="Primitive counters" prefix="V3D_PRIM_COUNTS">
<value name="tf_words_buffer0" value="0"/> <value name="tf_words_buffer0" value="0"/>
<value name="tf_words_buffer1" value="1"/> <value name="tf_words_buffer1" value="1"/>
<value name="tf_words_buffer2" value="2"/> <value name="tf_words_buffer2" value="2"/>

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@@ -49,7 +49,7 @@
#define V3D_MAX_BUFFER_RANGE (1 << 30) #define V3D_MAX_BUFFER_RANGE (1 << 30)
/* Sub-pixel precission bits in the rasterizer */ /* Sub-pixel precision bits in the rasterizer */
#define V3D_COORD_SHIFT 6 #define V3D_COORD_SHIFT 6
/* Size of a cache line */ /* Size of a cache line */

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@@ -41,7 +41,7 @@ static const char *v3d_performance_counters[][3] = {
{"TLB", "TLB-quads-written-to-color-buffer", "[TLB] Quads with valid pixels written to colour buffer"}, {"TLB", "TLB-quads-written-to-color-buffer", "[TLB] Quads with valid pixels written to colour buffer"},
{"PTB", "PTB-primitives-discarded-outside-viewport", "[PTB] Primitives discarded by being outside the viewport"}, {"PTB", "PTB-primitives-discarded-outside-viewport", "[PTB] Primitives discarded by being outside the viewport"},
{"PTB", "PTB-primitives-need-clipping", "[PTB] Primitives that need clipping"}, {"PTB", "PTB-primitives-need-clipping", "[PTB] Primitives that need clipping"},
{"PTB", "PTB-primitives-discared-reversed", "[PTB] Primitives that are discarded because they are reversed"}, {"PTB", "PTB-primitives-discarded-reversed", "[PTB] Primitives that are discarded because they are reversed"},
{"QPU", "QPU-total-idle-clk-cycles", "[QPU] Total idle clock cycles for all QPUs"}, {"QPU", "QPU-total-idle-clk-cycles", "[QPU] Total idle clock cycles for all QPUs"},
{"QPU", "QPU-total-active-clk-cycles-vertex-coord-shading", "[QPU] Total active clock cycles for all QPUs doing vertex/coordinate/user shading (counts only when QPU is not stalled)"}, {"QPU", "QPU-total-active-clk-cycles-vertex-coord-shading", "[QPU] Total active clock cycles for all QPUs doing vertex/coordinate/user shading (counts only when QPU is not stalled)"},
{"QPU", "QPU-total-active-clk-cycles-fragment-shading", "[QPU] Total active clock cycles for all QPUs doing fragment shading (counts only when QPU is not stalled)"}, {"QPU", "QPU-total-active-clk-cycles-fragment-shading", "[QPU] Total active clock cycles for all QPUs doing fragment shading (counts only when QPU is not stalled)"},

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@@ -164,7 +164,7 @@ vir_emit_thrsw(struct v3d_compile *c)
c->last_thrsw->qpu.sig.thrsw = true; c->last_thrsw->qpu.sig.thrsw = true;
c->last_thrsw_at_top_level = !c->in_control_flow; c->last_thrsw_at_top_level = !c->in_control_flow;
/* We need to lock the scoreboard before any tlb acess happens. If this /* We need to lock the scoreboard before any tlb access happens. If this
* thread switch comes after we have emitted a tlb load, then it means * thread switch comes after we have emitted a tlb load, then it means
* that we can't lock on the last thread switch any more. * that we can't lock on the last thread switch any more.
*/ */
@@ -304,7 +304,7 @@ ntq_flush_tmu(struct v3d_compile *c)
/** /**
* Queues a pending thread switch + LDTMU/TMUWT for a TMU operation. The caller * Queues a pending thread switch + LDTMU/TMUWT for a TMU operation. The caller
* is reponsible for ensuring that doing this doesn't overflow the TMU fifos, * is responsible for ensuring that doing this doesn't overflow the TMU fifos,
* and more specifically, the output fifo, since that can't stall. * and more specifically, the output fifo, since that can't stall.
*/ */
void void
@@ -1741,7 +1741,7 @@ ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
/* Each TLB read/write setup (a render target or depth buffer) takes an 8-bit /* Each TLB read/write setup (a render target or depth buffer) takes an 8-bit
* specifier. They come from a register that's preloaded with 0xffffffff * specifier. They come from a register that's preloaded with 0xffffffff
* (0xff gets you normal vec4 f16 RT0 writes), and when one is neaded the low * (0xff gets you normal vec4 f16 RT0 writes), and when one is needed the low
* 8 bits are shifted off the bottom and 0xff shifted in from the top. * 8 bits are shifted off the bottom and 0xff shifted in from the top.
*/ */
#define TLB_TYPE_F16_COLOR (3 << 6) #define TLB_TYPE_F16_COLOR (3 << 6)
@@ -2555,7 +2555,7 @@ vir_emit_tlb_color_read(struct v3d_compile *c, nir_intrinsic_instr *instr)
* *
* To fix that, we make sure we always emit a thread switch before the * To fix that, we make sure we always emit a thread switch before the
* first tlb color read. If that happens to be the last thread switch * first tlb color read. If that happens to be the last thread switch
* we emit, then everything is fine, but otherwsie, if any code after * we emit, then everything is fine, but otherwise, if any code after
* this point needs to emit additional thread switches, then we will * this point needs to emit additional thread switches, then we will
* switch the strategy to locking the scoreboard on the first thread * switch the strategy to locking the scoreboard on the first thread
* switch instead -- see vir_emit_thrsw(). * switch instead -- see vir_emit_thrsw().

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@@ -629,7 +629,7 @@ mux_read_stalls(struct choose_scoreboard *scoreboard,
} }
/* We define a max schedule priority to allow negative priorities as result of /* We define a max schedule priority to allow negative priorities as result of
* substracting this max when an instruction stalls. So instructions that * subtracting this max when an instruction stalls. So instructions that
* stall have lower priority than regular instructions. */ * stall have lower priority than regular instructions. */
#define MAX_SCHEDULE_PRIORITY 16 #define MAX_SCHEDULE_PRIORITY 16
@@ -1196,13 +1196,13 @@ retry:
if (pixel_scoreboard_too_soon(c, scoreboard, inst)) if (pixel_scoreboard_too_soon(c, scoreboard, inst))
continue; continue;
/* When we succesfully pair up an ldvary we then try /* When we successfully pair up an ldvary we then try
* to merge it into the previous instruction if * to merge it into the previous instruction if
* possible to improve pipelining. Don't pick up the * possible to improve pipelining. Don't pick up the
* ldvary now if the follow-up fixup would place * ldvary now if the follow-up fixup would place
* it in the delay slots of a thrsw, which is not * it in the delay slots of a thrsw, which is not
* allowed and would prevent the fixup from being * allowed and would prevent the fixup from being
* successul. * successful.
*/ */
if (inst->sig.ldvary && if (inst->sig.ldvary &&
scoreboard->last_thrsw_tick + 2 >= scoreboard->tick - 1) { scoreboard->last_thrsw_tick + 2 >= scoreboard->tick - 1) {
@@ -1687,7 +1687,7 @@ qpu_inst_after_thrsw_valid_in_delay_slot(struct v3d_compile *c,
assert(slot <= 2); assert(slot <= 2);
/* We merge thrsw instructions back into the instruction stream /* We merge thrsw instructions back into the instruction stream
* manually, so any instructions scheduled after a thrsw shold be * manually, so any instructions scheduled after a thrsw should be
* in the actual delay slots and not in the same slot as the thrsw. * in the actual delay slots and not in the same slot as the thrsw.
*/ */
assert(slot >= 1); assert(slot >= 1);
@@ -2122,7 +2122,7 @@ fixup_pipelined_ldvary(struct v3d_compile *c,
struct qblock *block, struct qblock *block,
struct v3d_qpu_instr *inst) struct v3d_qpu_instr *inst)
{ {
/* We only call this if we have successfuly merged an ldvary into a /* We only call this if we have successfully merged an ldvary into a
* previous instruction. * previous instruction.
*/ */
assert(inst->type == V3D_QPU_INSTR_TYPE_ALU); assert(inst->type == V3D_QPU_INSTR_TYPE_ALU);
@@ -2209,7 +2209,7 @@ fixup_pipelined_ldvary(struct v3d_compile *c,
/* By moving ldvary to the previous instruction we make it update /* By moving ldvary to the previous instruction we make it update
* r5 in the current one, so nothing else in it should write r5. * r5 in the current one, so nothing else in it should write r5.
* This should've been prevented by our depedency tracking, which * This should've been prevented by our dependency tracking, which
* would not allow ldvary to be paired up with an instruction that * would not allow ldvary to be paired up with an instruction that
* writes r5 (since our dependency tracking doesn't know that the * writes r5 (since our dependency tracking doesn't know that the
* ldvary write r5 happens in the next instruction). * ldvary write r5 happens in the next instruction).

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@@ -128,7 +128,7 @@ qpu_validate_inst(struct v3d_qpu_validate_state *state, struct qinst *qinst)
* *
* FIXME: This would not check correctly for V3D 4.2 versions lower * FIXME: This would not check correctly for V3D 4.2 versions lower
* than V3D 4.2.14, but that is not a real issue because the simulator * than V3D 4.2.14, but that is not a real issue because the simulator
* will still catch this, and we are not really targetting any such * will still catch this, and we are not really targeting any such
* versions anyway. * versions anyway.
*/ */
if (state->c->devinfo->ver < 42) { if (state->c->devinfo->ver < 42) {

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@@ -35,7 +35,7 @@ v3d33_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr)
{ {
/* FIXME: We don't bother implementing pipelining for texture reads /* FIXME: We don't bother implementing pipelining for texture reads
* for any pre 4.x hardware. It should be straight forward to do but * for any pre 4.x hardware. It should be straight forward to do but
* we are not really testing or even targetting this hardware at * we are not really testing or even targeting this hardware at
* present. * present.
*/ */
ntq_flush_tmu(c); ntq_flush_tmu(c);

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@@ -87,7 +87,7 @@ enum qfile {
/** A physical register, such as the W coordinate payload. */ /** A physical register, such as the W coordinate payload. */
QFILE_REG, QFILE_REG,
/** One of the regsiters for fixed function interactions. */ /** One of the registers for fixed function interactions. */
QFILE_MAGIC, QFILE_MAGIC,
/** /**
@@ -490,7 +490,7 @@ struct v3d_vs_key {
bool clamp_color; bool clamp_color;
}; };
/** A basic block of VIR intructions. */ /** A basic block of VIR instructions. */
struct qblock { struct qblock {
struct list_head link; struct list_head link;

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@@ -216,7 +216,7 @@ v3d_nir_lower_vpm_output(struct v3d_compile *c, nir_builder *b,
} }
/* Scalarize outputs if it hasn't happened already, since we want to /* Scalarize outputs if it hasn't happened already, since we want to
* schedule each VPM write individually. We can skip any outut * schedule each VPM write individually. We can skip any output
* components not read by the FS. * components not read by the FS.
*/ */
for (int i = 0; i < intr->num_components; i++) { for (int i = 0; i < intr->num_components; i++) {
@@ -304,7 +304,7 @@ v3d_nir_lower_end_primitive(struct v3d_compile *c, nir_builder *b,
* doesn't provide means to do that, so we need to apply the swizzle in the * doesn't provide means to do that, so we need to apply the swizzle in the
* vertex shader. * vertex shader.
* *
* This is required at least in Vulkan to support madatory vertex attribute * This is required at least in Vulkan to support mandatory vertex attribute
* format VK_FORMAT_B8G8R8A8_UNORM. * format VK_FORMAT_B8G8R8A8_UNORM.
*/ */
static void static void
@@ -679,7 +679,7 @@ emit_gs_vpm_output_header_prolog(struct v3d_compile *c, nir_builder *b,
* have a variable just to keep track of the number of vertices we * have a variable just to keep track of the number of vertices we
* emitted and instead we can just compute it here from the header * emitted and instead we can just compute it here from the header
* offset variable by removing the one generic header slot that always * offset variable by removing the one generic header slot that always
* goes at the begining of out header. * goes at the beginning of out header.
*/ */
nir_ssa_def *header_offset = nir_ssa_def *header_offset =
nir_load_var(b, state->gs.header_offset_var); nir_load_var(b, state->gs.header_offset_var);

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@@ -89,7 +89,7 @@ vir_has_side_effects(struct v3d_compile *c, struct qinst *inst)
* pointer, so each read has a side effect (we don't care for ldunif * pointer, so each read has a side effect (we don't care for ldunif
* because we reconstruct the uniform stream buffer after compiling * because we reconstruct the uniform stream buffer after compiling
* with the surviving uniforms), so allowing DCE to remove * with the surviving uniforms), so allowing DCE to remove
* one would break follow-up loads. We could fix this by emiting a * one would break follow-up loads. We could fix this by emitting a
* unifa for each ldunifa, but each unifa requires 3 delay slots * unifa for each ldunifa, but each unifa requires 3 delay slots
* before a ldunifa, so that would be quite expensive. * before a ldunifa, so that would be quite expensive.
*/ */
@@ -1159,7 +1159,7 @@ v3d_instr_delay_cb(nir_instr *instr, void *data)
/* We should not use very large delays for TMU instructions. Typically, /* We should not use very large delays for TMU instructions. Typically,
* thread switches will be sufficient to hide all or most of the latency, * thread switches will be sufficient to hide all or most of the latency,
* so we typically only need a little bit of extra room. If we over-estimate * so we typically only need a little bit of extra room. If we over-estimate
* the latency here we may end up unnecesarily delaying the critical path in * the latency here we may end up unnecessarily delaying the critical path in
* the shader, which would have a negative effect in performance, so here * the shader, which would have a negative effect in performance, so here
* we are trying to strike a balance based on empirical testing. * we are trying to strike a balance based on empirical testing.
*/ */
@@ -1629,7 +1629,7 @@ v3d_attempt_compile(struct v3d_compile *c)
.threshold = c->threads == 4 ? 24 : 48, .threshold = c->threads == 4 ? 24 : 48,
/* Vertex shaders share the same memory for inputs and outputs, /* Vertex shaders share the same memory for inputs and outputs,
* fragement and geometry shaders do not. * fragment and geometry shaders do not.
*/ */
.stages_with_shared_io_memory = .stages_with_shared_io_memory =
(((1 << MESA_ALL_SHADER_STAGES) - 1) & (((1 << MESA_ALL_SHADER_STAGES) - 1) &
@@ -1727,7 +1727,7 @@ static const struct v3d_compiler_strategy strategies[] = {
/** /**
* If a particular optimization didn't make any progress during a compile * If a particular optimization didn't make any progress during a compile
* attempt disabling it alone won't allow us to compile the shader successfuly, * attempt disabling it alone won't allow us to compile the shader successfully,
* since we'll end up with the same code. Detect these scenarios so we can * since we'll end up with the same code. Detect these scenarios so we can
* avoid wasting time with useless compiles. We should also consider if the * avoid wasting time with useless compiles. We should also consider if the
* gy changes other aspects of the compilation process though, like * gy changes other aspects of the compilation process though, like

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@@ -364,7 +364,7 @@ handle_mmu_interruptions(struct v3d_hw *v3d,
uint64_t vio_addr = ((uint64_t)V3D_READ(V3D_MMU_VIO_ADDR) << uint64_t vio_addr = ((uint64_t)V3D_READ(V3D_MMU_VIO_ADDR) <<
(va_width - 32)); (va_width - 32));
/* Difference with the kernal: here were are going to abort after /* Difference with the kernel: here were are going to abort after
* logging, so we don't bother with some stuff that the kernel does, * logging, so we don't bother with some stuff that the kernel does,
* like restoring the MMU ctrl bits * like restoring the MMU ctrl bits
*/ */

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@@ -1174,7 +1174,7 @@ v3dv_GetPhysicalDeviceFeatures2(VkPhysicalDevice physicalDevice,
.uniformAndStorageBuffer8BitAccess = true, .uniformAndStorageBuffer8BitAccess = true,
.uniformBufferStandardLayout = true, .uniformBufferStandardLayout = true,
/* V3D 4.2 wraps TMU vector accesses to 16-byte boundaries, so loads and /* V3D 4.2 wraps TMU vector accesses to 16-byte boundaries, so loads and
* stores of vectors that cross these boundaries would not work correcly * stores of vectors that cross these boundaries would not work correctly
* with scalarBlockLayout and would need to be split into smaller vectors * with scalarBlockLayout and would need to be split into smaller vectors
* (and/or scalars) that don't cross these boundaries. For load/stores * (and/or scalars) that don't cross these boundaries. For load/stores
* with dynamic offsets where we can't identify if the offset is * with dynamic offsets where we can't identify if the offset is
@@ -2436,7 +2436,7 @@ v3dv_AllocateMemory(VkDevice _device,
/* If this memory can be used via VK_KHR_buffer_device_address then we /* If this memory can be used via VK_KHR_buffer_device_address then we
* will need to manually add the BO to any job submit that makes use of * will need to manually add the BO to any job submit that makes use of
* VK_KHR_buffer_device_address, since such jobs may produde buffer * VK_KHR_buffer_device_address, since such jobs may produce buffer
* load/store operations that may access any buffer memory allocated with * load/store operations that may access any buffer memory allocated with
* this flag and we don't have any means to tell which buffers will be * this flag and we don't have any means to tell which buffers will be
* accessed through this mechanism since they don't even have to be bound * accessed through this mechanism since they don't even have to be bound

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@@ -75,7 +75,7 @@ v3d_setup_plane_slices(struct v3dv_image *image, uint8_t plane,
uint32_t plane_offset) uint32_t plane_offset)
{ {
assert(image->planes[plane].cpp > 0); assert(image->planes[plane].cpp > 0);
/* Texture Base Adress needs to be 64-byte aligned */ /* Texture Base Address needs to be 64-byte aligned */
assert(plane_offset % 64 == 0); assert(plane_offset % 64 == 0);
uint32_t width = image->planes[plane].width; uint32_t width = image->planes[plane].width;

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@@ -658,7 +658,7 @@ lower_tex_src(nir_builder *b,
uint32_t set = deref->var->data.descriptor_set; uint32_t set = deref->var->data.descriptor_set;
uint32_t binding = deref->var->data.binding; uint32_t binding = deref->var->data.binding;
/* FIXME: this is a really simplified check for the precision to be used /* FIXME: this is a really simplified check for the precision to be used
* for the sampling. Right now we are ony checking for the variables used * for the sampling. Right now we are only checking for the variables used
* on the operation itself, but there are other cases that we could use to * on the operation itself, but there are other cases that we could use to
* infer the precision requirement. * infer the precision requirement.
*/ */
@@ -1790,7 +1790,7 @@ pipeline_stage_get_nir(struct v3dv_pipeline_stage *p_stage,
if (nir) { if (nir) {
assert(nir->info.stage == broadcom_shader_stage_to_gl(p_stage->stage)); assert(nir->info.stage == broadcom_shader_stage_to_gl(p_stage->stage));
/* A NIR cach hit doesn't avoid the large majority of pipeline stage /* A NIR cache hit doesn't avoid the large majority of pipeline stage
* creation so the cache hit is not recorded in the pipeline feedback * creation so the cache hit is not recorded in the pipeline feedback
* flags * flags
*/ */

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@@ -916,7 +916,7 @@ struct v3dv_framebuffer {
uint32_t layers; uint32_t layers;
/* Typically, edge tiles in the framebuffer have padding depending on the /* Typically, edge tiles in the framebuffer have padding depending on the
* underlying tiling layout. One consequnce of this is that when the * underlying tiling layout. One consequence of this is that when the
* framebuffer dimensions are not aligned to tile boundaries, tile stores * framebuffer dimensions are not aligned to tile boundaries, tile stores
* would still write full tiles on the edges and write to the padded area. * would still write full tiles on the edges and write to the padded area.
* If the framebuffer is aliasing a smaller region of a larger image, then * If the framebuffer is aliasing a smaller region of a larger image, then
@@ -1482,7 +1482,7 @@ struct v3dv_cmd_buffer_state {
/* FIXME: we have just one client-side BO for the push constants, /* FIXME: we have just one client-side BO for the push constants,
* independently of the stageFlags in vkCmdPushConstants, and the * independently of the stageFlags in vkCmdPushConstants, and the
* pipelineBindPoint in vkCmdBindPipeline. We could probably do more stage * pipelineBindPoint in vkCmdBindPipeline. We could probably do more stage
* tunning in the future if it makes sense. * tuning in the future if it makes sense.
*/ */
uint32_t push_constants_size; uint32_t push_constants_size;
uint32_t push_constants_data[MAX_PUSH_CONSTANTS_SIZE / 4]; uint32_t push_constants_data[MAX_PUSH_CONSTANTS_SIZE / 4];

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@@ -757,7 +757,7 @@ handle_cl_job(struct v3dv_queue *queue,
if (job->tmu_dirty_rcl) if (job->tmu_dirty_rcl)
submit.flags |= DRM_V3D_SUBMIT_CL_FLUSH_CACHE; submit.flags |= DRM_V3D_SUBMIT_CL_FLUSH_CACHE;
/* If the job uses VK_KHR_buffer_device_addess we need to ensure all /* If the job uses VK_KHR_buffer_device_address we need to ensure all
* buffers flagged with VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR * buffers flagged with VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR
* are included. * are included.
*/ */
@@ -923,7 +923,7 @@ handle_csd_job(struct v3dv_queue *queue,
struct drm_v3d_submit_csd *submit = &job->csd.submit; struct drm_v3d_submit_csd *submit = &job->csd.submit;
/* If the job uses VK_KHR_buffer_device_addess we need to ensure all /* If the job uses VK_KHR_buffer_device_address we need to ensure all
* buffers flagged with VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR * buffers flagged with VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR
* are included. * are included.
*/ */

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@@ -87,7 +87,7 @@ push_constants_bo_free(VkDevice _device,
* This method checks if the ubo used for push constants is needed to be * This method checks if the ubo used for push constants is needed to be
* updated or not. * updated or not.
* *
* push contants ubo is only used for push constants accessed by a non-const * push constants ubo is only used for push constants accessed by a non-const
* index. * index.
*/ */
static void static void

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@@ -277,7 +277,7 @@ v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
} }
/** /**
* Returns a v3d_job struture for tracking V3D rendering to a particular FBO. * Returns a v3d_job structure for tracking V3D rendering to a particular FBO.
* *
* If we've already started rendering to this FBO, then return the same job, * If we've already started rendering to this FBO, then return the same job,
* otherwise make a new one. If we're beginning rendering to an FBO, make * otherwise make a new one. If we're beginning rendering to an FBO, make

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@@ -1410,7 +1410,7 @@ v3d_create_image_view_texture_shader_state(struct v3d_context *v3d,
#else /* V3D_VERSION < 40 */ #else /* V3D_VERSION < 40 */
/* V3D 3.x doesn't use support shader image load/store operations on /* V3D 3.x doesn't use support shader image load/store operations on
* textures, so it would get lowered in the shader to general memory * textures, so it would get lowered in the shader to general memory
* acceses. * accesses.
*/ */
#endif #endif
} }

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@@ -163,7 +163,7 @@ vc4_check_tex_size(struct vc4_exec_info *exec, struct drm_gem_cma_object *fbo,
* our math. * our math.
*/ */
if (width > 4096 || height > 4096) { if (width > 4096 || height > 4096) {
DRM_ERROR("Surface dimesions (%d,%d) too large", width, height); DRM_ERROR("Surface dimensions (%d,%d) too large", width, height);
return false; return false;
} }

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@@ -156,7 +156,7 @@ vc4_flush_jobs_reading_resource(struct vc4_context *vc4,
} }
/** /**
* Returns a vc4_job struture for tracking V3D rendering to a particular FBO. * Returns a vc4_job structure for tracking V3D rendering to a particular FBO.
* *
* If we've already started rendering to this FBO, then return old same job, * If we've already started rendering to this FBO, then return old same job,
* otherwise make a new one. If we're beginning rendering to an FBO, make * otherwise make a new one. If we're beginning rendering to an FBO, make

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@@ -350,7 +350,7 @@ struct vc4_vs_key {
bool per_vertex_point_size; bool per_vertex_point_size;
}; };
/** A basic block of QIR intructions. */ /** A basic block of QIR instructions. */
struct qblock { struct qblock {
struct list_head link; struct list_head link;

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@@ -161,7 +161,7 @@ qir_lower_uniforms(struct vc4_compile *c)
if (count <= 1) if (count <= 1)
continue; continue;
/* If the block doesn't have a load of hte /* If the block doesn't have a load of the
* uniform yet, add it. We could potentially * uniform yet, add it. We could potentially
* do better and CSE MOVs from multiple blocks * do better and CSE MOVs from multiple blocks
* into dominating blocks, except that may * into dominating blocks, except that may

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@@ -73,7 +73,7 @@ struct schedule_state {
enum direction { F, R }; enum direction { F, R };
/** /**
* Marks a dependency between two intructions, that \p after must appear after * Marks a dependency between two instructions, that \p after must appear after
* \p before. * \p before.
* *
* Our dependencies are tracked as a DAG. Since we're scheduling bottom-up, * Our dependencies are tracked as a DAG. Since we're scheduling bottom-up,

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@@ -50,7 +50,7 @@ static const char *v3d_counter_names[] = {
"TLB-quads-written-to-color-buffer", "TLB-quads-written-to-color-buffer",
"PTB-primitives-discarded-outside-viewport", "PTB-primitives-discarded-outside-viewport",
"PTB-primitives-need-clipping", "PTB-primitives-need-clipping",
"PTB-primitives-discared-reversed", "PTB-primitives-discarded-reversed",
"QPU-total-idle-clk-cycles", "QPU-total-idle-clk-cycles",
"QPU-total-clk-cycles-vertex-coord-shading", "QPU-total-clk-cycles-vertex-coord-shading",
"QPU-total-clk-cycles-fragment-shading", "QPU-total-clk-cycles-fragment-shading",