v3dv: fix multiple typos
Signed-off-by: Maíra Canal <mcanal@igalia.com> Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19538>
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@@ -493,7 +493,7 @@ v3dv_job_start_frame(struct v3dv_job *job,
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static bool
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job_should_enable_double_buffer(struct v3dv_job *job)
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{
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/* Inocmpatibility with double-buffer */
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/* Incompatibility with double-buffer */
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if (!job->can_use_double_buffer)
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return false;
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@@ -1686,7 +1686,7 @@ v3dv_cmd_buffer_subpass_start(struct v3dv_cmd_buffer *cmd_buffer,
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*
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* Secondary command buffers don't start subpasses (and may not even have
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* framebuffer state), so we only care about this in primaries. The only
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* exception could be a secondary runnning inside a subpass that needs to
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* exception could be a secondary running inside a subpass that needs to
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* record a meta operation (with its own render pass) that relies on
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* attachment load clears, but we don't have any instances of that right
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* now.
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@@ -2580,7 +2580,7 @@ cmd_buffer_pre_draw_split_job(struct v3dv_cmd_buffer *cmd_buffer)
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* in rasterization."
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*
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* We need to enable MSAA in the TILE_BINNING_MODE_CFG packet, which we
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* emit when we start a new frame at the begining of a subpass. At that point,
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* emit when we start a new frame at the beginning of a subpass. At that point,
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* if the framebuffer doesn't have any attachments we won't enable MSAA and
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* the job won't be valid in the scenario described by the spec.
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*
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@@ -3351,7 +3351,7 @@ v3dv_CmdSetDepthBounds(VkCommandBuffer commandBuffer,
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float minDepthBounds,
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float maxDepthBounds)
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{
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/* We do not support depth bounds testing so we just ingore this. We are
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/* We do not support depth bounds testing so we just ignore this. We are
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* already asserting that pipelines don't enable the feature anyway.
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*/
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}
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@@ -3622,7 +3622,7 @@ v3dv_cmd_buffer_schedule_end_query(struct v3dv_cmd_buffer *cmd_buffer,
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*
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* In our case, only the first query is used but this means we still need
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* to flag the other queries as available so we don't emit errors when
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* the applications attempt to retrive values from them.
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* the applications attempt to retrieve values from them.
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*/
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struct v3dv_render_pass *pass = cmd_buffer->state.pass;
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if (!pass->multiview_enabled) {
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@@ -187,7 +187,7 @@ v3d_setup_slices(struct v3dv_image *image)
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/* The HW aligns level 1's base to a page if any of level 1 or
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* below could be UIF XOR. The lower levels then inherit the
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* alignment for as long as necesary, thanks to being power of
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* alignment for as long as necessary, thanks to being power of
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* two aligned.
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*/
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if (i == 1 &&
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@@ -1318,7 +1318,7 @@ copy_buffer_to_image_tfu(struct v3dv_cmd_buffer *cmd_buffer,
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* at a time, and the TFU copies full images. Also, V3D depth bits for
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* both D24S8 and D24X8 stored in the 24-bit MSB of each 32-bit word, but
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* the Vulkan spec has the buffer data specified the other way around, so it
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* is not a straight copy, we would havew to swizzle the channels, which the
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* is not a straight copy, we would have to swizzle the channels, which the
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* TFU can't do.
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*/
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if (image->vk.format == VK_FORMAT_D24_UNORM_S8_UINT ||
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@@ -3322,7 +3322,7 @@ pipeline_get_qpu(struct v3dv_pipeline *pipeline,
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}
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/* FIXME: we use the same macro in various drivers, maybe move it to
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* the comon vk_util.h?
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* the common vk_util.h?
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*/
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#define WRITE_STR(field, ...) ({ \
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memset(field, 0, sizeof(field)); \
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@@ -243,7 +243,7 @@ v3dv_pipeline_shared_data_write_to_blob(const struct v3dv_pipeline_shared_data *
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struct blob *blob);
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/**
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* It searchs for pipeline cached data, and returns a v3dv_pipeline_shared_data with
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* It searches for pipeline cached data, and returns a v3dv_pipeline_shared_data with
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* it, or NULL if doesn't have it cached. On the former, it will increases the
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* ref_count, so caller is responsible to unref it.
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*/
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@@ -177,10 +177,10 @@ struct v3dv_physical_device {
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* Specifically, when self-importing (i.e. importing a BO into the same
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* device that created it), the kernel will give us the same BO handle
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* for both BOs and we must only free it once when both references are
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* freed. Otherwise, if we are not self-importing, we get two differnt BO
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* freed. Otherwise, if we are not self-importing, we get two different BO
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* handles, and we want to free each one individually.
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*
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* The BOs in this map all have a refcnt with the referece counter and
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* The BOs in this map all have a refcnt with the reference counter and
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* only self-imported BOs will ever have a refcnt > 1.
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*/
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struct util_sparse_array bo_map;
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@@ -558,7 +558,7 @@ struct v3dv_device {
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struct v3dv_pipeline_cache default_pipeline_cache;
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/* GL_SHADER_STATE_RECORD needs to speficy default attribute values. The
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/* GL_SHADER_STATE_RECORD needs to specify default attribute values. The
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* following covers the most common case, that is all attributes format
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* being float being float, allowing us to reuse the same BO for all
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* pipelines matching this requirement. Pipelines that need integer
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@@ -1568,7 +1568,7 @@ struct v3dv_cmd_buffer {
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/* Used at submit time to link command buffers in the submission that have
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* spawned wait threads, so we can then wait on all of them to complete
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* before we process any signal sempahores or fences.
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* before we process any signal semaphores or fences.
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*/
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struct list_head list_link;
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@@ -1827,7 +1827,7 @@ struct v3dv_descriptor_set_binding_layout {
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/* Number of array elements in this binding */
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uint32_t array_size;
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/* Index into the flattend descriptor set */
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/* Index into the flattened descriptor set */
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uint32_t descriptor_index;
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uint32_t dynamic_offset_count;
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@@ -2472,7 +2472,7 @@ u64_compare(const void *key1, const void *key2)
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return memcmp(key1, key2, sizeof(uint64_t)) == 0;
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}
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/* Helper to call hw ver speficic functions */
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/* Helper to call hw ver specific functions */
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#define v3dv_X(device, thing) ({ \
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__typeof(&v3d42_##thing) v3d_X_thing; \
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switch (device->devinfo.ver) { \
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@@ -387,7 +387,7 @@ check_needs_clear(const struct v3dv_cmd_buffer_state *state,
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if (state->job->is_subpass_continue)
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return false;
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/* If the render area is not aligned to tile boudaries we can't use the
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/* If the render area is not aligned to tile boundaries we can't use the
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* TLB for a clear.
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*/
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if (!state->tile_aligned_render_area)
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@@ -787,7 +787,7 @@ v3dX(cmd_buffer_emit_render_pass_rcl)(struct v3dv_cmd_buffer *cmd_buffer)
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const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx];
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struct v3dv_cl *rcl = &job->rcl;
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/* Comon config must be the first TILE_RENDERING_MODE_CFG and
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/* Common config must be the first TILE_RENDERING_MODE_CFG and
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* Z_STENCIL_CLEAR_VALUES must be last. The ones in between are optional
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* updates to the previous HW state.
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*/
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@@ -51,7 +51,7 @@ v3dX(descriptor_bo_size)(VkDescriptorType type)
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}
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/* To compute the max_bo_size we want to iterate through the descriptor
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* types. Unfourtunately we can't just use the descriptor type enum values, as
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* types. Unfortunately we can't just use the descriptor type enum values, as
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* the values are not defined consecutively (so extensions could add new
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* descriptor types), and VK_DESCRIPTOR_TYPE_MAX_ENUM is also a really big
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* number.
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@@ -178,7 +178,7 @@ pack_cfg_bits(struct v3dv_pipeline *pipeline,
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rs_info->polygonMode == VK_POLYGON_MODE_POINT;
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}
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/* diamond-exit rasterization does not suport oversample */
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/* diamond-exit rasterization does not support oversample */
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config.rasterizer_oversample_mode =
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(config.line_rasterization == V3D_LINE_RASTERIZATION_PERP_END_CAPS &&
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pipeline->msaa) ? 1 : 0;
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@@ -435,7 +435,7 @@ pack_shader_state_record(struct v3dv_pipeline *pipeline)
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shader.vertex_shader_propagate_nans = true;
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shader.fragment_shader_propagate_nans = true;
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/* Note: see previous note about adresses */
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/* Note: see previous note about addresses */
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/* shader.coordinate_shader_code_address */
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/* shader.vertex_shader_code_address */
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/* shader.fragment_shader_code_address */
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@@ -460,7 +460,7 @@ pack_shader_state_record(struct v3dv_pipeline *pipeline)
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shader.vertex_shader_output_vpm_segment_size =
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prog_data_vs->vpm_output_size;
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/* Note: see previous note about adresses */
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/* Note: see previous note about addresses */
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/* shader.coordinate_shader_uniforms_address */
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/* shader.vertex_shader_uniforms_address */
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/* shader.fragment_shader_uniforms_address */
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@@ -502,7 +502,7 @@ pack_shader_state_record(struct v3dv_pipeline *pipeline)
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shader.instance_id_read_by_vertex_shader =
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prog_data_vs->uses_iid;
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/* Note: see previous note about adresses */
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/* Note: see previous note about addresses */
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/* shader.address_of_default_attribute_values */
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}
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}
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