From 58dd7afa0e4cdf4bf4e75d814e4131ba34689e19 Mon Sep 17 00:00:00 2001 From: Mike Blumenkrantz Date: Fri, 13 Mar 2026 12:31:05 -0400 Subject: [PATCH] llvmpipe: save mesh shader when calling u_blitter this otherwise causes the draw module to use mesh shaders when blitting cc: mesa-stable Reviewed-by: Konstantin Seurer Part-of: --- src/gallium/drivers/llvmpipe/lp_surface.c | 1 + 1 file changed, 1 insertion(+) diff --git a/src/gallium/drivers/llvmpipe/lp_surface.c b/src/gallium/drivers/llvmpipe/lp_surface.c index 2a9d81647a2..e75b8b7ba24 100644 --- a/src/gallium/drivers/llvmpipe/lp_surface.c +++ b/src/gallium/drivers/llvmpipe/lp_surface.c @@ -167,6 +167,7 @@ lp_blit(struct pipe_context *pipe, util_blitter_save_vertex_elements(lp->blitter, (void*)lp->velems); util_blitter_save_vertex_shader(lp->blitter, (void*)lp->vs); util_blitter_save_geometry_shader(lp->blitter, (void*)lp->gs); + util_blitter_save_mesh_shader(lp->blitter, (void*)lp->mhs); util_blitter_save_so_targets(lp->blitter, lp->num_so_targets, (struct pipe_stream_output_target**)lp->so_targets, MESA_PRIM_UNKNOWN); util_blitter_save_rasterizer(lp->blitter, (void*)lp->rasterizer);