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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 <konstantin.seurer@gmail.com>
(cherry picked from commit 58dd7afa0e)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40488>
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parent
e5f61543fe
commit
62508b76b6
2 changed files with 2 additions and 1 deletions
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@ -124,7 +124,7 @@
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"description": "llvmpipe: save mesh shader when calling u_blitter",
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"nominated": true,
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"nomination_type": 1,
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"resolution": 0,
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"resolution": 1,
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"main_sha": null,
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"because_sha": null,
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"notes": null
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@ -167,6 +167,7 @@ lp_blit(struct pipe_context *pipe,
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util_blitter_save_vertex_elements(lp->blitter, (void*)lp->velems);
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util_blitter_save_vertex_shader(lp->blitter, (void*)lp->vs);
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util_blitter_save_geometry_shader(lp->blitter, (void*)lp->gs);
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util_blitter_save_mesh_shader(lp->blitter, (void*)lp->mhs);
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util_blitter_save_so_targets(lp->blitter, lp->num_so_targets,
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(struct pipe_stream_output_target**)lp->so_targets, MESA_PRIM_UNKNOWN);
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util_blitter_save_rasterizer(lp->blitter, (void*)lp->rasterizer);
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