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radeonsi/gfx10: fix binding on si_update_scratch_relocs
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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parent
fd8758366b
commit
69c41fb8ff
1 changed files with 7 additions and 3 deletions
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@ -3510,10 +3510,12 @@ static bool si_update_scratch_relocs(struct si_context *sctx)
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if (r < 0)
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return false;
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if (r == 1) {
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if (sctx->tes_shader.current)
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if (sctx->vs_shader.current->key.as_ls)
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si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
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else if (sctx->gs_shader.current)
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else if (sctx->vs_shader.current->key.as_es)
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si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
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else if (sctx->vs_shader.current->key.as_ngg)
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si_pm4_bind_state(sctx, gs, sctx->vs_shader.current->pm4);
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else
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si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
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}
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@ -3523,8 +3525,10 @@ static bool si_update_scratch_relocs(struct si_context *sctx)
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if (r < 0)
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return false;
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if (r == 1) {
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if (sctx->gs_shader.current)
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if (sctx->tes_shader.current->key.as_es)
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si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
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else if (sctx->tes_shader.current->key.as_ngg)
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si_pm4_bind_state(sctx, gs, sctx->tes_shader.current->pm4);
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else
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si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
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}
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