diff --git a/src/gallium/drivers/asahi/agx_state.c b/src/gallium/drivers/asahi/agx_state.c index cd25a16fba9..b90606301c1 100644 --- a/src/gallium/drivers/asahi/agx_state.c +++ b/src/gallium/drivers/asahi/agx_state.c @@ -3744,7 +3744,6 @@ agx_launch_gs(struct agx_batch *batch, const struct pipe_draw_info *info, /* Launch the actual geometry shader */ agx_launch(batch, &grid, gs, PIPE_SHADER_GEOMETRY); - batch->any_draws = true; /* If we're not rasterizing, the pipeline ends here */ if (ctx->rast->base.rasterizer_discard) @@ -4389,6 +4388,8 @@ agx_launch(struct agx_batch *batch, const struct pipe_grid_info *info, struct agx_context *ctx = batch->ctx; struct agx_device *dev = agx_device(ctx->base.screen); + batch->any_draws = true; + /* To implement load_num_workgroups, the number of workgroups needs to be * available in GPU memory. This is either the indirect buffer, or just a * buffer we upload ourselves if not indirect. @@ -4532,11 +4533,6 @@ agx_launch_grid(struct pipe_context *pipe, const struct pipe_grid_info *info) agx_batch_init_state(batch); - /* Consider compute launches as "draws" for the purposes of sanity - * checking batch state. - */ - batch->any_draws = true; - struct agx_uncompiled_shader *uncompiled = ctx->stage[PIPE_SHADER_COMPUTE].shader;