return;
}
- if (unlikely(!sctx->vs_shader.cso ||
+ struct si_shader_selector *vs = sctx->vs_shader.cso;
+ if (unlikely(!vs ||
+ sctx->num_vertex_elements < vs->num_vs_inputs ||
(!sctx->ps_shader.cso && !rs->rasterizer_discard) ||
(!!sctx->tes_shader.cso != (prim == PIPE_PRIM_PATCHES)))) {
assert(0);
/* Don't set per-stage shader pointers for VS. */
sctx->shader_pointers_dirty &= ~SI_DESCS_SHADER_MASK(VERTEX);
sctx->vertex_buffer_pointer_dirty = false;
+ sctx->vertex_buffer_user_sgprs_dirty = false;
si_draw_vbo(pipe, &info);
}