struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
struct svga_fragment_shader *next_fs;
struct svga_shader_variant *variant, *tmp;
- enum pipe_error ret;
svga_hwtnl_flush_retry(svga);
/* Check if deleting currently bound shader */
if (variant == svga->state.hw_draw.fs) {
- ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
- if (ret != PIPE_OK) {
- svga_context_flush(svga, NULL);
- ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
- assert(ret == PIPE_OK);
- }
+ SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL));
svga->state.hw_draw.fs = NULL;
}