v3d: save geometry shader state for blitting
authorIago Toral Quiroga <itoral@igalia.com>
Fri, 11 Oct 2019 10:01:32 +0000 (12:01 +0200)
committerIago Toral Quiroga <itoral@igalia.com>
Mon, 16 Dec 2019 07:42:37 +0000 (08:42 +0100)
Reviewed-by: Alejandro PiƱeiro <apinheiro@igalia.com>
src/gallium/drivers/v3d/v3d_blit.c

index f91caa9a92f51655e98b59bb5fb34040ba523ac5..c9614fc092ab3f1681a387a68d63c1190be2b9e5 100644 (file)
@@ -172,6 +172,7 @@ v3d_blitter_save(struct v3d_context *v3d)
         util_blitter_save_vertex_buffer_slot(v3d->blitter, v3d->vertexbuf.vb);
         util_blitter_save_vertex_elements(v3d->blitter, v3d->vtx);
         util_blitter_save_vertex_shader(v3d->blitter, v3d->prog.bind_vs);
+        util_blitter_save_geometry_shader(v3d->blitter, v3d->prog.bind_gs);
         util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
                                      v3d->streamout.targets);
         util_blitter_save_rasterizer(v3d->blitter, v3d->rasterizer);