vc4_yuv_blit calls util_blitter_restore_constant_buffer_state without
first calling util_blitter_save_fragment_constant_buffer_slot. This causes
subsequent crashes in vc4_write_uniforms when using fragment shaders that
reference YUV textures.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2581
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3997>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3997>
void
vc4_blitter_save(struct vc4_context *vc4)
{
+ util_blitter_save_fragment_constant_buffer_slot(vc4->blitter,
+ vc4->constbuf[PIPE_SHADER_FRAGMENT].cb);
util_blitter_save_vertex_buffer_slot(vc4->blitter, vc4->vertexbuf.vb);
util_blitter_save_vertex_elements(vc4->blitter, vc4->vtx);
util_blitter_save_vertex_shader(vc4->blitter, vc4->prog.bind_vs);