int r;
if (scratch_needed_size > 0) {
-
if (scratch_needed_size > current_scratch_buffer_size) {
/* Create a bigger scratch buffer */
pipe_resource_reference(
si_pm4_bind_state(sctx, hs, sctx->tcs_shader->current->pm4);
/* VS can be bound as LS, ES, or VS. */
- if (sctx->tes_shader) {
- r = si_update_scratch_buffer(sctx, sctx->vs_shader);
- if (r < 0)
- return false;
- if (r == 1)
+ r = si_update_scratch_buffer(sctx, sctx->vs_shader);
+ if (r < 0)
+ return false;
+ if (r == 1) {
+ if (sctx->tes_shader)
si_pm4_bind_state(sctx, ls, sctx->vs_shader->current->pm4);
- } else if (sctx->gs_shader) {
- r = si_update_scratch_buffer(sctx, sctx->vs_shader);
- if (r < 0)
- return false;
- if (r == 1)
+ else if (sctx->gs_shader)
si_pm4_bind_state(sctx, es, sctx->vs_shader->current->pm4);
- } else {
- r = si_update_scratch_buffer(sctx, sctx->vs_shader);
- if (r < 0)
- return false;
- if (r == 1)
+ else
si_pm4_bind_state(sctx, vs, sctx->vs_shader->current->pm4);
}
/* TES can be bound as ES or VS. */
- if (sctx->gs_shader) {
- r = si_update_scratch_buffer(sctx, sctx->tes_shader);
- if (r < 0)
- return false;
- if (r == 1)
+ r = si_update_scratch_buffer(sctx, sctx->tes_shader);
+ if (r < 0)
+ return false;
+ if (r == 1) {
+ if (sctx->gs_shader)
si_pm4_bind_state(sctx, es, sctx->tes_shader->current->pm4);
- } else {
- r = si_update_scratch_buffer(sctx, sctx->tes_shader);
- if (r < 0)
- return false;
- if (r == 1)
+ else
si_pm4_bind_state(sctx, vs, sctx->tes_shader->current->pm4);
}
}