/* Build state. */
switch (shader->shader.processor_type) {
+ case TGSI_PROCESSOR_TESS_CTRL:
+ evergreen_update_hs_state(ctx, shader);
+ break;
+ case TGSI_PROCESSOR_TESS_EVAL:
+ if (key.tes.as_es)
+ evergreen_update_es_state(ctx, shader);
+ else
+ evergreen_update_vs_state(ctx, shader);
+ break;
case TGSI_PROCESSOR_GEOMETRY:
if (rctx->b.chip_class >= EVERGREEN) {
evergreen_update_gs_state(ctx, shader);
case TGSI_PROCESSOR_VERTEX:
export_shader = key.vs.as_es;
if (rctx->b.chip_class >= EVERGREEN) {
- if (export_shader)
+ if (key.vs.as_ls)
+ evergreen_update_ls_state(ctx, shader);
+ else if (key.vs.as_es)
evergreen_update_es_state(ctx, shader);
else
evergreen_update_vs_state(ctx, shader);