The compute shader dirtying is a bit wrong here, since we don't
have a second stage like for fragment shaders, so dirty the compute
shader whenever a sampler or image changes, (ssbo/contexts don't
needs this).
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5835>
static void
llvmpipe_cs_update_derived(struct llvmpipe_context *llvmpipe, void *input)
{
- if (llvmpipe->cs_dirty & (LP_CSNEW_CS))
- llvmpipe_update_cs(llvmpipe);
-
if (llvmpipe->cs_dirty & LP_CSNEW_CONSTANTS) {
lp_csctx_set_cs_constants(llvmpipe->csctx,
ARRAY_SIZE(llvmpipe->constants[PIPE_SHADER_COMPUTE]),
csctx->cs.current.jit_context.kernel_args = input;
}
+ if (llvmpipe->cs_dirty & (LP_CSNEW_CS |
+ LP_CSNEW_IMAGES |
+ LP_CSNEW_SAMPLER_VIEW |
+ LP_CSNEW_SAMPLER))
+ llvmpipe_update_cs(llvmpipe);
+
+
llvmpipe->cs_dirty = 0;
}