uint32_t *surface_state;
int base, count, i;
- ILO_DEV_ASSERT(r->dev, 6, 7.5);
+ ILO_DEV_ASSERT(r->dev, 6, 8);
if (!DIRTY(FS) && !DIRTY(FB))
return;
uint32_t *surface_state;
int base, count, i;
- ILO_DEV_ASSERT(r->dev, 6, 7.5);
+ ILO_DEV_ASSERT(r->dev, 6, 8);
switch (shader_type) {
case PIPE_SHADER_VERTEX:
uint32_t *surface_state;
int base, count, i;
- ILO_DEV_ASSERT(r->dev, 6, 7.5);
+ ILO_DEV_ASSERT(r->dev, 6, 8);
switch (shader_type) {
case PIPE_SHADER_VERTEX:
{
int count;
- ILO_DEV_ASSERT(r->dev, 6, 7.5);
+ ILO_DEV_ASSERT(r->dev, 6, 8);
/* BINDING_TABLE_STATE */
switch (shader_type) {
{
int sh_type, len;
- ILO_DEV_ASSERT(render->dev, 6, 7.5);
+ ILO_DEV_ASSERT(render->dev, 6, 8);
len = 0;
for (sh_type = 0; sh_type < PIPE_SHADER_TYPES; sh_type++) {
- const int alignment = 32 / 4;
+ const int alignment =
+ (ilo_dev_gen(render->dev) >= ILO_GEN(8) ? 64 : 32) / 4;
int num_surfaces = 0;
switch (sh_type) {
const unsigned surface_used = ilo_builder_surface_used(render->builder);
int shader_type;
- ILO_DEV_ASSERT(render->dev, 6, 7.5);
+ ILO_DEV_ASSERT(render->dev, 6, 8);
/*
* upload all SURAFCE_STATEs together so that we know there are minimal