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We had a comment stating that we were using different program ids for render and binning but this isn't true. We were only assigning ids to the render stages and then we would create the binning stages and not assign a program id to them at all, so they would remain with a program id of 0. This change removes the comment and makes sure we assign the same program id to the binning and render stages of the pipeline, which makes it a lot easier to match render and binning shaders when debugging. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18630> |
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