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Commit bed4968a authored by Mike Blumenkrantz's avatar Mike Blumenkrantz :lifter: Committed by Eric Engestrom
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zink: always unset vertex shader variant key data when changing last vertex stage


ensure that vertex key data is always zeroed when changing last stage since it will
be updated before draw anyway and can only cause problems if left alone here

fixes the following caselist:
dEQP-GLES31.functional.shaders.builtin_constants.tessellation_shader.max_tess_evaluation_texture_image_units
dEQP-GLES31.functional.tessellation_geometry_interaction.feedback.tessellation_output_quads_geometry_output_points
dEQP-GLES31.functional.ubo.random.all_per_block_buffers.25

cc: mesa-stable

Reviewed-by: default avatarHoe Hao Cheng <haochengho12907@gmail.com>
Part-of: <mesa/mesa!14482>
(cherry picked from commit d15ff96d)
parent 71cd312c
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