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d3d12: unbind passthrough shader when it is not used

Gert Wollny requested to merge gerddie/mesa:submit-fix-blender-part1 into msclc-d3d12

When we bind a passthrough GS shader then we bypass the application level binding and unbinding of shader stages. Therefore, when a passthrough GS shader is bound and we don't actually need point sprite lowering, when unbind and free the passthrough shader.

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