if (!sctx->ps_shader || !sctx->vs_shader)
return;
+ si_decompress_textures(sctx);
+
+ /* Set the rasterization primitive type.
+ *
+ * This must be done after si_decompress_textures, which can call
+ * draw_vbo recursively, and before si_update_shaders, which uses
+ * current_rast_prim for this draw_vbo call. */
if (sctx->gs_shader)
sctx->current_rast_prim = sctx->gs_shader->gs_output_prim;
else
sctx->current_rast_prim = info->mode;
- si_decompress_textures(sctx);
si_update_shaders(sctx);
if (sctx->vertex_buffers_dirty) {