static void
radv_pipeline_init_binning_state(struct radv_graphics_pipeline *pipeline,
- const struct radv_blend_state *blend,
const struct vk_graphics_pipeline_state *state)
{
const struct radv_device *device = pipeline->base.device;
if (!radv_pipeline_has_stage(pipeline, MESA_SHADER_MESH))
radv_pipeline_init_vertex_input_state(pipeline, &state);
- radv_pipeline_init_binning_state(pipeline, &blend, &state);
+ radv_pipeline_init_binning_state(pipeline, &state);
radv_pipeline_init_shader_stages_state(pipeline);
radv_pipeline_init_scratch(device, &pipeline->base);