IRIS_DIRTY_SAMPLER_STATES_TES |
IRIS_DIRTY_SAMPLER_STATES_GS);
+ if (!ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL]) {
+ /* BLORP disabled tessellation, that's fine for the next draw */
+ skip_bits |= IRIS_DIRTY_TCS |
+ IRIS_DIRTY_TES |
+ IRIS_DIRTY_CONSTANTS_TCS |
+ IRIS_DIRTY_CONSTANTS_TES |
+ IRIS_DIRTY_BINDINGS_TCS |
+ IRIS_DIRTY_BINDINGS_TES;
+ }
+
+ if (!ice->shaders.uncompiled[MESA_SHADER_GEOMETRY]) {
+ /* BLORP disabled geometry shaders, that's fine for the next draw */
+ skip_bits |= IRIS_DIRTY_GS |
+ IRIS_DIRTY_CONSTANTS_GS |
+ IRIS_DIRTY_BINDINGS_GS;
+ }
+
/* we can skip flagging IRIS_DIRTY_DEPTH_BUFFER, if
* BLORP_BATCH_NO_EMIT_DEPTH_STENCIL is set.
*/