shader = ilo_shader_state_create(precompile, PIPE_SHADER_VERTEX, state);
/* states used in ilo_shader_variant_init() */
- shader->info.non_orthogonal_states = ILO_DIRTY_VERTEX_SAMPLER_VIEWS |
+ shader->info.non_orthogonal_states = ILO_DIRTY_VIEW_VS |
ILO_DIRTY_RASTERIZER;
return shader;
shader = ilo_shader_state_create(precompile, PIPE_SHADER_GEOMETRY, state);
/* states used in ilo_shader_variant_init() */
- shader->info.non_orthogonal_states = ILO_DIRTY_GEOMETRY_SAMPLER_VIEWS |
+ shader->info.non_orthogonal_states = ILO_DIRTY_VIEW_GS |
ILO_DIRTY_VS |
ILO_DIRTY_RASTERIZER;
shader = ilo_shader_state_create(precompile, PIPE_SHADER_FRAGMENT, state);
/* states used in ilo_shader_variant_init() */
- shader->info.non_orthogonal_states = ILO_DIRTY_FRAGMENT_SAMPLER_VIEWS |
+ shader->info.non_orthogonal_states = ILO_DIRTY_VIEW_FS |
ILO_DIRTY_RASTERIZER |
- ILO_DIRTY_FRAMEBUFFER;
+ ILO_DIRTY_FB;
return shader;
}