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st/glsl_to_nir: don't generate nir twice for gs
author
Timothy Arceri
<tarceri@itsqueeze.com>
Thu, 16 Nov 2017 00:16:10 +0000
(11:16 +1100)
committer
Timothy Arceri
<tarceri@itsqueeze.com>
Tue, 21 Nov 2017 04:57:39 +0000
(15:57 +1100)
This was left out of
c980a3aa3133
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
src/mesa/state_tracker/st_program.c
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diff --git
a/src/mesa/state_tracker/st_program.c
b/src/mesa/state_tracker/st_program.c
index 97b2e1234b1cccb4b40a245fa1a3db68148114c1..5c0a58104fc0a66aa98808839acf5a054f5397d5 100644
(file)
--- a/
src/mesa/state_tracker/st_program.c
+++ b/
src/mesa/state_tracker/st_program.c
@@
-1431,15
+1431,9
@@
st_translate_geometry_program(struct st_context *st,
{
struct ureg_program *ureg;
- if (stgp->shader_program) {
- nir_shader *nir = st_glsl_to_nir(st, &stgp->Base, stgp->shader_program,
- MESA_SHADER_GEOMETRY);
-
- stgp->tgsi.type = PIPE_SHADER_IR_NIR;
- stgp->tgsi.ir.nir = nir;
-
+ /* We have already compiled to NIR so just return */
+ if (stgp->shader_program)
return true;
- }
ureg = ureg_create_with_screen(PIPE_SHADER_GEOMETRY, st->pipe->screen);
if (ureg == NULL)