for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
struct iris_compiled_shader *shader = ice->shaders.prog[stage];
- if (!shader) // XXX: dirty bits
+ if (!shader) // XXX: dirty bits...also, emit a disable maybe?
continue;
struct brw_stage_prog_data *prog_data = (void *) shader->prog_data;
}
for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
- if (!(dirty & (IRIS_DIRTY_SAMPLER_STATES_VS << stage)))
+ if (!(dirty & (IRIS_DIRTY_SAMPLER_STATES_VS << stage)) ||
+ !ice->shaders.prog[stage])
continue;
// XXX: get sampler count from shader; don't emit them all...