When we first convert a tgsi shader into TGSL, we fill the shader key with a value of `(gs|tcs|tes)_present` based on the currently bound shaders. But since a shader is always going to be bound if it's being used, we should already assume that it is going to be present in the shader key, saving a recompilation. Signed-off-by: Italo Nicola <italonicola@collabora.com> Reviewed-by: Corentin Noël <corentin.noel@collabora.com> Reviewed-by: Gert Wollny <gert.wollny@collabora.com>macos/master
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