mesa: call FLUSH_VERTICES before changing sampler uniforms
Fixes: 9545139ce5
"mesa: skip FLUSH_VERTICES() if no samplers were changed"
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6946>
This commit is contained in:
@@ -1203,6 +1203,10 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
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/* Mark this bindless sampler as bound to a texture unit.
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*/
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if (sampler->unit != value || !sampler->bound) {
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if (!flushed) {
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FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT | _NEW_PROGRAM);
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flushed = true;
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}
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sampler->unit = value;
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changed = true;
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}
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@@ -1210,6 +1214,10 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
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sh->Program->sh.HasBoundBindlessSampler = true;
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} else {
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if (sh->Program->SamplerUnits[unit] != value) {
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if (!flushed) {
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FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT | _NEW_PROGRAM);
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flushed = true;
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}
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sh->Program->SamplerUnits[unit] = value;
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changed = true;
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}
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@@ -1217,11 +1225,6 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
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}
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if (changed) {
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if (!flushed) {
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FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT | _NEW_PROGRAM);
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flushed = true;
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}
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struct gl_program *const prog = sh->Program;
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_mesa_update_shader_textures_used(shProg, prog);
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if (ctx->Driver.SamplerUniformChange)
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