r600g: move selecting the pixel shader earlier.
In order to detect that a pixel shader has a prim id input when we have no geometry shader we need to reorder the shader selection so the pixel shader is selected first, then the vertex shader key can take into account the primitive id input requirement and lack of geom shader. Reviewed-by: Glenn Kennard <glenn.kennard@gmail.com> Signed-off-by: Dave Airlie <airlied@redhat.com>
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@@ -1170,6 +1170,10 @@ static bool r600_update_derived_state(struct r600_context *rctx)
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}
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}
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r600_shader_select(ctx, rctx->ps_shader, &ps_dirty);
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if (unlikely(!rctx->ps_shader->current))
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return false;
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update_gs_block_state(rctx, rctx->gs_shader != NULL);
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if (rctx->gs_shader) {
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@@ -1232,9 +1236,6 @@ static bool r600_update_derived_state(struct r600_context *rctx)
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}
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}
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r600_shader_select(ctx, rctx->ps_shader, &ps_dirty);
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if (unlikely(!rctx->ps_shader->current))
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return false;
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if (unlikely(ps_dirty || rctx->pixel_shader.shader != rctx->ps_shader->current ||
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rctx->rasterizer->sprite_coord_enable != rctx->ps_shader->current->sprite_coord_enable ||
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