goto fail;
const uint8_t data[] = {0};
- ctx->dummy_vertex_buffer = pipe_buffer_create_with_data(&ctx->base,
- PIPE_BIND_VERTEX_BUFFER | PIPE_BIND_SHADER_IMAGE, PIPE_USAGE_IMMUTABLE, sizeof(data), data);
+ ctx->dummy_vertex_buffer = pipe_buffer_create(&screen->base,
+ PIPE_BIND_VERTEX_BUFFER | PIPE_BIND_SHADER_IMAGE, PIPE_USAGE_IMMUTABLE, sizeof(data));
if (!ctx->dummy_vertex_buffer)
goto fail;
- ctx->dummy_xfb_buffer = pipe_buffer_create_with_data(&ctx->base,
- PIPE_BIND_STREAM_OUTPUT, PIPE_USAGE_DEFAULT, sizeof(data), data);
+ ctx->dummy_xfb_buffer = pipe_buffer_create(&screen->base,
+ PIPE_BIND_STREAM_OUTPUT, PIPE_USAGE_DEFAULT, sizeof(data));
if (!ctx->dummy_xfb_buffer)
goto fail;
ctx->dummy_surface = zink_surface_create_null(ctx, PIPE_TEXTURE_2D, 1, 1, 1);
if (!ctx->batch.state)
goto fail;
+ pipe_buffer_write(&ctx->base, ctx->dummy_vertex_buffer, 0, sizeof(data), data);
+ pipe_buffer_write(&ctx->base, ctx->dummy_xfb_buffer, 0, sizeof(data), data);
+
for (unsigned i = 0; i < PIPE_SHADER_TYPES; i++) {
/* need to update these based on screen config for null descriptors */
for (unsigned j = 0; j < 32; j++) {