We don't use linked texture/samplers. Fixes a bunch of CTS issues which
also seem to fail a bit randomly depending on what tests ran before and
such, so the list is incomplete.
Fixes:
KHR-GL46.texture_gather.*
KHR-GL46.compute_shader.resource-texture
KHR-GL46.multi_bind.dispatch_bind_samplers
KHR-GL46.multi_bind.dispatch_bind_textures
KHR-GL46.shading_language_420pack.binding_sampler_array
KHR-GL46.shading_language_420pack.binding_sampler_single
KHR-GL46.shading_language_420pack.binding_samplers
KHR-GL46.stencil_texturing.functional
KHR-GL46.texture_gather.incomplete-texture-last-comp
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Ben Skeggs <bskeggs@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5874>
NVC3C0_QMDV02_02_VAL_SET(qmd, SM_GLOBAL_CACHING_ENABLE, 1);
NVC3C0_QMDV02_02_DEF_SET(qmd, API_VISIBLE_CALL_LIMIT, NO_CHECK);
- NVC3C0_QMDV02_02_DEF_SET(qmd, SAMPLER_INDEX, VIA_HEADER_INDEX);
+ NVC3C0_QMDV02_02_DEF_SET(qmd, SAMPLER_INDEX, INDEPENDENTLY);
NVC3C0_QMDV02_02_VAL_SET(qmd, SHARED_MEMORY_SIZE,
align(cp->cp.smem_size, 0x100));
NVC3C0_QMDV02_02_VAL_SET(qmd, SHADER_LOCAL_MEMORY_LOW_SIZE,