sctx->cs_prim_discard_state.cso = sctx->vs_shader.cso;
sctx->cs_prim_discard_state.current = NULL;
+ if (!sctx->compiler.passes)
+ si_init_compiler(sctx->screen, &sctx->compiler);
+
struct si_compiler_ctx_state compiler_state;
compiler_state.compiler = &sctx->compiler;
compiler_state.debug = sctx->debug;