st_translate_fragment_program(struct st_context *st,
struct st_fragment_program *stfp)
{
+ /* We have already compiled to NIR so just return */
+ if (stfp->shader_program) {
+ st_store_ir_in_disk_cache(st, &stfp->Base, true);
+ return true;
+ }
+
ubyte outputMapping[2 * FRAG_RESULT_MAX];
ubyte inputMapping[VARYING_SLOT_MAX];
ubyte inputSlotToAttr[VARYING_SLOT_MAX];
}
}
- /* We have already compiled to NIR so just return */
- if (stfp->shader_program) {
- st_store_ir_in_disk_cache(st, &stfp->Base, true);
- return true;
- }
-
ureg = ureg_create_with_screen(PIPE_SHADER_FRAGMENT, st->pipe->screen);
if (ureg == NULL)
return false;