if (sctx->pstipple_sampler_state)
sctx->b.b.delete_sampler_state(&sctx->b.b, sctx->pstipple_sampler_state);
- if (sctx->dummy_pixel_shader)
- sctx->b.b.delete_fs_state(&sctx->b.b, sctx->dummy_pixel_shader);
if (sctx->fixed_func_tcs_shader.cso)
sctx->b.b.delete_tcs_state(&sctx->b.b, sctx->fixed_func_tcs_shader.cso);
if (sctx->custom_dsa_flush)
struct si_pm4_state *init_config;
bool init_config_has_vgt_flush;
struct si_pm4_state *vgt_shader_config[4];
- /* With rasterizer discard, there doesn't have to be a pixel shader.
- * In that case, we bind this one: */
- void *dummy_pixel_shader;
/* shaders */
struct si_shader_ctx_state ps_shader;
si_update_viewports_and_scissors(sctx);
}
-static void si_make_dummy_ps(struct si_context *sctx)
-{
- if (!sctx->dummy_pixel_shader) {
- sctx->dummy_pixel_shader =
- util_make_fragment_cloneinput_shader(&sctx->b.b, 0,
- TGSI_SEMANTIC_GENERIC,
- TGSI_INTERPOLATE_CONSTANT);
- }
-}
-
static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
if (sctx->ps_shader.cso == sel)
return;
- /* use a dummy shader if binding a NULL shader */
- if (!sel) {
- si_make_dummy_ps(sctx);
- sel = sctx->dummy_pixel_shader;
- }
-
sctx->ps_shader.cso = sel;
- sctx->ps_shader.current = sel->first_variant;
+ sctx->ps_shader.current = sel ? sel->first_variant : NULL;
si_mark_atom_dirty(sctx, &sctx->cb_target_mask);
}