c->stage = stage;
c->shader_state = &key->shader_state->base;
c->program_id = key->shader_state->program_id;
- c->variant_id = key->shader_state->compiled_variant_count++;
+ c->variant_id =
+ p_atomic_inc_return(&key->shader_state->compiled_variant_count);
c->key = key;
switch (stage) {
case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
case PIPE_CAP_NPOT_TEXTURES:
+ case PIPE_CAP_SHAREABLE_SHADERS:
case PIPE_CAP_USER_CONSTANT_BUFFERS:
case PIPE_CAP_TEXTURE_SHADOW_MAP:
case PIPE_CAP_BLEND_EQUATION_SEPARATE:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
- case PIPE_CAP_SHAREABLE_SHADERS:
case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
case PIPE_CAP_CLEAR_TEXTURE:
case PIPE_CAP_DRAW_PARAMETERS: