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>
This commit is contained in:
Mike Blumenkrantz
2024-01-18 10:30:03 -05:00
committed by Marge Bot
parent eca4f0f632
commit df45cbddb5

View File

@@ -435,6 +435,8 @@ update_gfx_pipeline(struct zink_context *ctx, struct zink_batch_state *bs, enum
/* always rebind all stages */
VKCTX(CmdBindShadersEXT)(bs->cmdbuf, ZINK_GFX_SHADER_COUNT, stages, ctx->curr_program->objects);
VKCTX(CmdSetDepthBiasEnable)(bs->cmdbuf, VK_TRUE);
VKCTX(CmdSetTessellationDomainOriginEXT)(bs->cmdbuf, VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT);
VKCTX(CmdSetSampleLocationsEnableEXT)(bs->cmdbuf, ctx->gfx_pipeline_state.sample_locations_enabled);
}
ctx->shobj_draw = true;
}