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>
This commit is contained in:
Mike Blumenkrantz 2026-03-13 12:31:05 -04:00 committed by Eric Engestrom
parent e5f61543fe
commit 62508b76b6
2 changed files with 2 additions and 1 deletions

View file

@ -124,7 +124,7 @@
"description": "llvmpipe: save mesh shader when calling u_blitter",
"nominated": true,
"nomination_type": 1,
"resolution": 0,
"resolution": 1,
"main_sha": null,
"because_sha": null,
"notes": null

View file

@ -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);