}
}
+ /* si_shader_select_with_key can clear the ngg_culling in the shader key if the shader
+ * compilation hasn't finished. Set it to the same value in si_context.
+ */
+ if (GFX_VERSION >= GFX10 && NGG)
+ sctx->ngg_culling = si_get_vs_inline(sctx, HAS_TESS, HAS_GS)->current->key.ge.opt.ngg_culling;
+
sctx->do_update_shaders = false;
return true;
}
DRAW_CLEANUP;
return;
}
-
- /* si_update_shaders can clear the ngg_culling in the shader key if the shader compilation
- * hasn't finished. Set it to the correct value in si_context.
- */
- if (GFX_VERSION >= GFX10 && NGG)
- sctx->ngg_culling = si_get_vs_inline(sctx, HAS_TESS, HAS_GS)->current->key.ge.opt.ngg_culling;
}
/* Since we've called si_context_add_resource_size for vertex buffers,