/* Restore shader pointers because the VS blit shader changed all
* non-global VS user SGPRs. */
- sctx->shader_pointers_dirty |= SI_VS_SHADER_POINTER_MASK;
+ sctx->shader_pointers_dirty |= SI_DESCS_SHADER_MASK(VERTEX);
sctx->vertex_buffer_pointer_dirty = true;
si_mark_atom_dirty(sctx, &sctx->shader_pointers.atom);
}
#define SI_NUM_DESCS (SI_DESCS_FIRST_SHADER + \
SI_NUM_SHADERS * SI_NUM_SHADER_DESCS)
-#define SI_VS_SHADER_POINTER_MASK \
+#define SI_DESCS_SHADER_MASK(name) \
u_bit_consecutive(SI_DESCS_FIRST_SHADER + \
- PIPE_SHADER_VERTEX * SI_NUM_SHADER_DESCS, \
+ PIPE_SHADER_##name * SI_NUM_SHADER_DESCS, \
SI_NUM_SHADER_DESCS)
/* This represents descriptors in memory, such as buffer resources,
info.instance_count = num_instances;
/* Don't set per-stage shader pointers for VS. */
- sctx->shader_pointers_dirty &= ~SI_VS_SHADER_POINTER_MASK;
+ sctx->shader_pointers_dirty &= ~SI_DESCS_SHADER_MASK(VERTEX);
sctx->vertex_buffer_pointer_dirty = false;
si_draw_vbo(pipe, &info);