zink: set more dynamic states when using shader objects
fixes #10457 cc: mesa-stable Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27146>
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@@ -435,6 +435,8 @@ update_gfx_pipeline(struct zink_context *ctx, struct zink_batch_state *bs, enum
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/* always rebind all stages */
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VKCTX(CmdBindShadersEXT)(bs->cmdbuf, ZINK_GFX_SHADER_COUNT, stages, ctx->curr_program->objects);
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VKCTX(CmdSetDepthBiasEnable)(bs->cmdbuf, VK_TRUE);
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VKCTX(CmdSetTessellationDomainOriginEXT)(bs->cmdbuf, VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT);
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VKCTX(CmdSetSampleLocationsEnableEXT)(bs->cmdbuf, ctx->gfx_pipeline_state.sample_locations_enabled);
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}
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ctx->shobj_draw = true;
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}
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