v3d_write_uniforms(v3d, v3d->prog.cs,
PIPE_SHADER_VERTEX);
+ /* Update the cache dirty flag based on the shader progs data */
+ job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
+ job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
+ job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
+
/* See GFXH-930 workaround below */
uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
uint32_t shader_rec_offset =