From f8840c1a4bd29a82e94efc2c1e8821b27d4baf54 Mon Sep 17 00:00:00 2001 From: Gert Wollny Date: Tue, 5 Mar 2019 17:08:52 +0100 Subject: [PATCH] vrend: Don't expect TCS to be present in first shader pass The shaders are issued backwards starting from the fragment shader and, therefore, in the first pass when we fill out the shader keys for the TES no TCS will be present. So don't bail out in this case and assume there is a VS. Later, when the VS shader is compiled it will check whether a TES is present without a TCS and report the error. Fixes: 956a6ceb8d8ffe3883277c75eaf5b4f48222ff68 shader: Pass information about the layout of generics and patches to the next stage Signed-off-by: Gert Wollny Reviewed-by: --- src/vrend_renderer.c | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/src/vrend_renderer.c b/src/vrend_renderer.c index 16763b2..af1e70c 100644 --- a/src/vrend_renderer.c +++ b/src/vrend_renderer.c @@ -2954,10 +2954,7 @@ static inline void vrend_fill_shader_key(struct vrend_context *ctx, if (key->tcs_present) prev_type = PIPE_SHADER_TESS_CTRL; else - if (!ctx->shader_cfg.use_gles) - prev_type = PIPE_SHADER_VERTEX; - else - report_context_error(ctx, VIRGL_ERROR_CTX_GLES_HAVE_TES_BUT_MISS_TCS, 0); + prev_type = PIPE_SHADER_VERTEX; break; case PIPE_SHADER_TESS_CTRL: prev_type = PIPE_SHADER_VERTEX;