/* iris_resolve.c */
-void iris_predraw_resolve_inputs(struct iris_context *ice,
- struct iris_batch *batch);
+void iris_predraw_resolve_inputs(struct iris_batch *batch,
+ struct iris_shader_state *shs);
void iris_predraw_resolve_framebuffer(struct iris_context *ice,
struct iris_batch *batch);
void iris_postdraw_update_resolve_tracking(struct iris_context *ice,
iris_update_compiled_shaders(ice);
- iris_predraw_resolve_inputs(ice, batch);
+ for (gl_shader_stage stage = 0; stage < MESA_SHADER_COMPUTE; stage++) {
+ if (ice->shaders.prog[stage])
+ iris_predraw_resolve_inputs(batch, &ice->state.shaders[stage]);
+ }
+
iris_predraw_resolve_framebuffer(ice, batch);
iris_binder_reserve_3d(ice);
* enabled depth texture, and flush the render cache for any dirty textures.
*/
void
-iris_predraw_resolve_inputs(struct iris_context *ice,
- struct iris_batch *batch)
+iris_predraw_resolve_inputs(struct iris_batch *batch,
+ struct iris_shader_state *shs)
{
- for (gl_shader_stage stage = 0; stage < MESA_SHADER_STAGES; stage++) {
- struct iris_shader_state *shs = &ice->state.shaders[stage];
- resolve_sampler_views(batch, shs);
- resolve_image_views(batch, shs);
- }
-
- // XXX: storage images
+ resolve_sampler_views(batch, shs);
+ resolve_image_views(batch, shs);
}
void