prog->shaders[i] = stages[i];
prog->stages_present |= BITFIELD_BIT(i);
prog->optimal_keys &= !prog->shaders[i]->non_fs.is_generated;
+ prog->needs_inlining |= prog->shaders[i]->needs_inlining;
}
}
if (stages[MESA_SHADER_TESS_EVAL] && !stages[MESA_SHADER_TESS_CTRL]) {
}
struct zink_shader *shader = zink_shader_create(screen, nir, NULL);
+ shader->needs_inlining = true;
ctx->gfx_stages[prev_vertex_stage]->non_fs.generated_gs[ctx->gfx_pipeline_state.gfx_prim_mode][zink_prim_type] = shader;
shader->non_fs.is_generated = true;
}
}
struct zink_shader *shader = zink_shader_create(screen, nir, NULL);
+ shader->needs_inlining = true;
ctx->gfx_stages[prev_vertex_stage]->non_fs.generated_gs[ctx->gfx_pipeline_state.gfx_prim_mode][zink_prim_type] = shader;
shader->non_fs.is_generated = true;
}