cmd_buffer->state.graphics_pipeline = graphics_pipeline;
cmd_buffer->state.has_nggc = graphics_pipeline->has_ngg_culling;
- cmd_buffer->state.dirty |= RADV_CMD_DIRTY_PIPELINE | RADV_CMD_DIRTY_DYNAMIC_VERTEX_INPUT;
+ cmd_buffer->state.dirty |= RADV_CMD_DIRTY_PIPELINE;
cmd_buffer->push_constant_stages |= graphics_pipeline->active_stages;
/* Prefetch all pipeline shaders at first draw time. */
/* Re-emit the VS prolog when a new vertex shader is bound. */
if (vs->info.vs.has_prolog) {
cmd_buffer->state.emitted_vs_prolog = NULL;
+ cmd_buffer->state.dirty |= RADV_CMD_DIRTY_DYNAMIC_VERTEX_INPUT;
}
/* Re-emit the vertex buffer descriptors because they are really tied to the pipeline. */