We'll still fail at draw time, but this avoids a regression in shader-db
execution once I enable TLB writes in precompiles.
Fixes: b38e4d313fc2 ("v3d: Create a state uploader for packing our shaders together.")
v3d_set_shader_uniform_dirty_flags(shader);
- u_upload_data(v3d->state_uploader, 0, shader_size, 8,
- qpu_insts, &shader->offset, &shader->resource);
+ if (shader_size) {
+ u_upload_data(v3d->state_uploader, 0, shader_size, 8,
+ qpu_insts, &shader->offset, &shader->resource);
+ }
free(qpu_insts);