shader->ls_rsrc1 = S_00B528_VGPRS((shader->num_vgprs - 1) / 4) |
S_00B528_SGPRS((num_sgprs - 1) / 8) |
- S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt);
+ S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt) |
+ S_00B528_DX10_CLAMP(shader->dx10_clamp_mode);
shader->ls_rsrc2 = S_00B52C_USER_SGPR(num_user_sgprs) |
S_00B52C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0);
}
si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, va >> 40);
si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
S_00B428_VGPRS((shader->num_vgprs - 1) / 4) |
- S_00B428_SGPRS((num_sgprs - 1) / 8));
+ S_00B428_SGPRS((num_sgprs - 1) / 8) |
+ S_00B428_DX10_CLAMP(shader->dx10_clamp_mode));
si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
S_00B42C_USER_SGPR(num_user_sgprs) |
S_00B42C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));