Avoid deferring building shaders until draw time, should hopefully
reduce any stuttering, as well as enable shader-db style analysis.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
case PIPE_CAP_TGSI_TXQS:
case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
+ case PIPE_CAP_SHAREABLE_SHADERS:
return 1;
case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
return (class_3d >= NVE4_3D_CLASS) ? 1 : 0;
case PIPE_CAP_VERTEXID_NOBASE:
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
- case PIPE_CAP_SHAREABLE_SHADERS:
return 0;
case PIPE_CAP_VENDOR_ID:
if (cso->stream_output.num_outputs)
prog->pipe.stream_output = cso->stream_output;
+ prog->translated = nvc0_program_translate(
+ prog, nvc0_context(pipe)->screen->base.device->chipset);
+
return (void *)prog;
}
ctx_to->constbuf_dirty[s] = (1 << NVC0_MAX_PIPE_CONSTBUFS) - 1;
}
+ /* Reset tfb as the shader that owns it may have been deleted. */
+ ctx_to->state.tfb = NULL;
+
if (!ctx_to->vertex)
ctx_to->dirty &= ~(NVC0_NEW_VERTEX | NVC0_NEW_ARRAYS);
if (!ctx_to->idxbuf.buffer)