/* Set ring bindings. */
if (sctx->esgs_ring) {
- si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_ES_RING_ESGS,
+ si_set_ring_buffer(&sctx->b.b, SI_ES_RING_ESGS,
sctx->esgs_ring, 0, sctx->esgs_ring->width0,
true, true, 4, 64, 0);
- si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_GS_RING_ESGS,
+ si_set_ring_buffer(&sctx->b.b, SI_GS_RING_ESGS,
sctx->esgs_ring, 0, sctx->esgs_ring->width0,
false, false, 0, 0, 0);
}
if (sctx->gsvs_ring)
- si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_VS_RING_GSVS,
+ si_set_ring_buffer(&sctx->b.b, SI_VS_RING_GSVS,
sctx->gsvs_ring, 0, sctx->gsvs_ring->width0,
false, false, 0, 0, 0);
return true;
sctx->last_gsvs_itemsize = gsvs_itemsize;
- si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_GS_RING_GSVS0,
+ si_set_ring_buffer(&sctx->b.b, SI_GS_RING_GSVS0,
sctx->gsvs_ring, gsvs_itemsize,
64, true, true, 4, 16, 0);
offset = gsvs_itemsize * 64;
- si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_GS_RING_GSVS1,
+ si_set_ring_buffer(&sctx->b.b, SI_GS_RING_GSVS1,
sctx->gsvs_ring, gsvs_itemsize,
64, true, true, 4, 16, offset);
offset = (gsvs_itemsize * 2) * 64;
- si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_GS_RING_GSVS2,
+ si_set_ring_buffer(&sctx->b.b, SI_GS_RING_GSVS2,
sctx->gsvs_ring, gsvs_itemsize,
64, true, true, 4, 16, offset);
offset = (gsvs_itemsize * 3) * 64;
- si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_GS_RING_GSVS3,
+ si_set_ring_buffer(&sctx->b.b, SI_GS_RING_GSVS3,
sctx->gsvs_ring, gsvs_itemsize,
64, true, true, 4, 16, offset);
}
sctx->b.initial_gfx_cs_size = 0; /* force flush */
si_context_gfx_flush(sctx, RADEON_FLUSH_ASYNC, NULL);
- si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_TESS_CTRL,
- SI_HS_RING_TESS_FACTOR, sctx->tf_ring, 0,
- sctx->tf_ring->width0, false, false, 0, 0, 0);
+ si_set_ring_buffer(&sctx->b.b, SI_HS_RING_TESS_FACTOR, sctx->tf_ring,
+ 0, sctx->tf_ring->width0, false, false, 0, 0, 0);
}
/**