v3d: Fix typos.
Signed-off-by: Vinson Lee <vlee@freedesktop.org> Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8171>
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@ -117,7 +117,7 @@ v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
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}
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/**
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* Flushes the current job to get up-to-date primive counts written to the
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* Flushes the current job to get up-to-date primitive counts written to the
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* primitive counts BO, then accumulates the transform feedback primitive count
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* in the context and the corresponding vertex counts in the bound stream
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* output targets.
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@ -83,7 +83,7 @@ v3d_begin_query(struct pipe_context *pctx, struct pipe_query *query)
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break;
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case PIPE_QUERY_PRIMITIVES_EMITTED:
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/* If we are inside transform feedback we need to update the
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* primitive counts to skip primtives recorded before this.
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* primitive counts to skip primitives recorded before this.
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*/
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if (v3d->streamout.num_targets > 0)
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v3d_update_primitive_counters(v3d);
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@ -616,7 +616,7 @@ v3d_setup_slices(struct v3d_resource *rsc, uint32_t winsys_stride,
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/* The HW aligns level 1's base to a page if any of level 1 or
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* below could be UIF XOR. The lower levels then inherit the
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* alignment for as long as necesary, thanks to being power of
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* alignment for as long as necessary, thanks to being power of
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* two aligned.
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*/
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if (i == 1 &&
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@ -510,7 +510,7 @@ compute_vpm_config_gs(struct v3d_device_info *devinfo,
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/* Try to fit program into our VPM memory budget by adjusting
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* configurable parameters iteratively. We do this in two phases:
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* the first phase tries to fit the program into the total available
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* VPM memory. If we suceed at that, then the second phase attempts
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* VPM memory. If we succeed at that, then the second phase attempts
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* to fit the program into half of that budget so we can run bin and
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* render programs in parallel.
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*/
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@ -748,7 +748,7 @@ v3dX(emit_state)(struct pipe_context *pctx)
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}
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}
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/* Set up the trasnform feedback buffers. */
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/* Set up the transform feedback buffers. */
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if (v3d->dirty & VC5_DIRTY_STREAMOUT) {
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struct v3d_uncompiled_shader *tf_shader = get_tf_shader(v3d);
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struct v3d_streamout_stateobj *so = &v3d->streamout;
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@ -665,7 +665,7 @@ v3dX(emit_rcl)(struct v3d_job *job)
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job->submit.rcl_start = job->rcl.bo->offset;
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v3d_job_add_bo(job, job->rcl.bo);
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/* Comon config must be the first TILE_RENDERING_MODE_CFG
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/* Common config must be the first TILE_RENDERING_MODE_CFG
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* and Z_STENCIL_CLEAR_VALUES must be last. The ones in between are
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* optional updates to the previous HW state.
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*/
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