static void
handle_graphics_stages(struct rendering_state *state, VkShaderStageFlagBits shader_stages, bool dynamic_tess_origin)
{
- state->tess_states[0] = NULL;
- state->tess_states[1] = NULL;
state->gs_output_lines = GS_OUTPUT_NONE;
u_foreach_bit(b, shader_stages) {
break;
case VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT:
state->inlines_dirty[MESA_SHADER_TESS_EVAL] = state->shaders[MESA_SHADER_TESS_EVAL]->inlines.can_inline;
+ state->tess_states[0] = NULL;
+ state->tess_states[1] = NULL;
if (!state->shaders[MESA_SHADER_TESS_EVAL]->inlines.can_inline) {
if (dynamic_tess_origin) {
state->tess_states[0] = state->shaders[MESA_SHADER_TESS_EVAL]->shader_cso;