v3d,v3dv: propagate NaNs bits in shader state records are reserved in v7.x
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25450>
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@@ -2175,7 +2175,9 @@ emit_gs_shader_state_record(struct v3dv_job *job,
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gs_bin->prog_data.gs->base.threads == 4;
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shader.geometry_bin_mode_shader_start_in_final_thread_section =
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gs_bin->prog_data.gs->base.single_seg;
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#if V3D_VERSION <= 42
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shader.geometry_bin_mode_shader_propagate_nans = true;
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#endif
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shader.geometry_bin_mode_shader_uniforms_address =
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gs_bin_uniforms;
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@@ -2185,7 +2187,9 @@ emit_gs_shader_state_record(struct v3dv_job *job,
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gs->prog_data.gs->base.threads == 4;
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shader.geometry_render_mode_shader_start_in_final_thread_section =
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gs->prog_data.gs->base.single_seg;
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#if V3D_VERSION <= 42
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shader.geometry_render_mode_shader_propagate_nans = true;
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#endif
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shader.geometry_render_mode_shader_uniforms_address =
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gs_render_uniforms;
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}
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