llvmpipe->samplers[shader],
llvmpipe->num_samplers[shader]);
}
- else {
+ else if (shader == PIPE_SHADER_COMPUTE) {
+ llvmpipe->cs_dirty |= LP_CSNEW_SAMPLER;
+ } else {
llvmpipe->dirty |= LP_NEW_SAMPLER;
}
}
llvmpipe->sampler_views[shader],
llvmpipe->num_sampler_views[shader]);
}
- else {
+ else if (shader == PIPE_SHADER_COMPUTE) {
+ llvmpipe->cs_dirty |= LP_CSNEW_SAMPLER_VIEW;
+ } else {
llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
}
}