if (use_nir) {
st->clear.vs = make_nir_clear_vertex_shader(st, false);
} else {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_GENERIC };
+ const enum tgsi_semantic semantic_names[] = {
+ TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_GENERIC
+ };
const uint semantic_indexes[] = { 0, 0 };
st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
semantic_names,
CSO_BIT_STREAM_OUTPUTS |
CSO_BIT_VERTEX_ELEMENTS |
CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
- CSO_BIT_PAUSE_QUERIES |
+ (st->active_queries ? CSO_BIT_PAUSE_QUERIES : 0) |
CSO_BITS_ALL_SHADERS));
/* blend state: RGBA masking */
cso_set_stream_outputs(cso, 0, NULL, NULL);
cso_set_sample_mask(cso, ~0);
cso_set_min_samples(cso, 1);
+ st->clear.raster.multisample = st->state.fb_num_samples > 1;
cso_set_rasterizer(cso, &st->clear.raster);
/* viewport state: viewport matching window dims */