v3dv: explain why we clear certain state after a draw call
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17536>
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@ -2106,6 +2106,11 @@ v3dX(cmd_buffer_emit_gl_shader_state)(struct v3dv_cmd_buffer *cmd_buffer)
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}
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}
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/* Clearing push constants and descriptor sets for all stages is not quite
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* correct (some shader stages may not be used at all or they may not be
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* consuming push constants), however this is not relevant because if we
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* bind a different pipeline we always have to rebuild the uniform streams.
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*/
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cmd_buffer->state.dirty &= ~(V3DV_CMD_DIRTY_VERTEX_BUFFER |
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V3DV_CMD_DIRTY_DESCRIPTOR_SETS |
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V3DV_CMD_DIRTY_PUSH_CONSTANTS);
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