iris_bind_vs_state(struct pipe_context *ctx, void *state)
{
struct iris_context *ice = (struct iris_context *)ctx;
- struct iris_uncompiled_shader *new_ish = state;
+ struct iris_uncompiled_shader *ish = state;
- if (new_ish &&
- ice->state.window_space_position !=
- new_ish->nir->info.vs.window_space_position) {
- ice->state.window_space_position =
- new_ish->nir->info.vs.window_space_position;
+ if (ish) {
+ const struct shader_info *info = &ish->nir->info;
+ if (ice->state.window_space_position != info->vs.window_space_position) {
+ ice->state.window_space_position = info->vs.window_space_position;
- ice->state.dirty |= IRIS_DIRTY_CLIP |
- IRIS_DIRTY_RASTER |
- IRIS_DIRTY_CC_VIEWPORT;
+ ice->state.dirty |= IRIS_DIRTY_CLIP |
+ IRIS_DIRTY_RASTER |
+ IRIS_DIRTY_CC_VIEWPORT;
+ }
}
bind_shader_state((void *) ctx, state, MESA_SHADER_VERTEX);