state->preload.fragment.coverage = true;
state->preload.fragment.primitive_flags = state->reads_face;
break;
+ case MESA_SHADER_COMPUTE:
+ pan_prepare(&state->properties, RENDERER_PROPERTIES);
+ state->properties.uniform_buffer_count = state->ubo_count;
+
+ pan_prepare(&state->preload, PRELOAD);
+ state->preload.uniform_count = state->uniform_count;
+
+ state->preload.compute.local_invocation_xy = true;
+ state->preload.compute.local_invocation_z = true;
+
+ state->preload.compute.work_group_x = true;
+ state->preload.compute.work_group_y = true;
+ state->preload.compute.work_group_z = true;
+
+ state->preload.compute.global_invocation_x = true;
+ state->preload.compute.global_invocation_y = true;
+ state->preload.compute.global_invocation_z = true;
+ break;
default:
unreachable("TODO");
}