zink: set more dynamic states when using shader objects

fixes #10457

cc: mesa-stable

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27146>
(cherry picked from commit df45cbddb59a19293dc63f2d7df0d2fbc24a457e)
This commit is contained in:
Mike Blumenkrantz 2024-01-18 10:30:03 -05:00 committed by Eric Engestrom
parent 77c2a5d4d8
commit 7e4e5fbdfb
2 changed files with 3 additions and 1 deletions

View file

@ -2104,7 +2104,7 @@
"description": "zink: set more dynamic states when using shader objects",
"nominated": true,
"nomination_type": 0,
"resolution": 0,
"resolution": 1,
"main_sha": null,
"because_sha": null,
"notes": null

View file

@ -435,6 +435,8 @@ update_gfx_pipeline(struct zink_context *ctx, struct zink_batch_state *bs, enum
/* always rebind all stages */
VKCTX(CmdBindShadersEXT)(bs->cmdbuf, ZINK_GFX_SHADER_COUNT, stages, ctx->curr_program->objects);
VKCTX(CmdSetDepthBiasEnable)(bs->cmdbuf, VK_TRUE);
VKCTX(CmdSetTessellationDomainOriginEXT)(bs->cmdbuf, VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT);
VKCTX(CmdSetSampleLocationsEnableEXT)(bs->cmdbuf, ctx->gfx_pipeline_state.sample_locations_enabled);
}
ctx->shobj_draw = true;
}