radeonsi: Don't always re-compile shaders after they're bound.
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@ -666,12 +666,7 @@ static void si_update_derived_state(struct r600_context *rctx)
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r600_flush_depth_textures(rctx);
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}
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if (rctx->shader_dirty) {
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si_pipe_shader_destroy(&rctx->context, rctx->vs_shader);
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}
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if (rctx->shader_dirty ||
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(rctx->ps_shader->shader.fs_write_all &&
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if ((rctx->ps_shader->shader.fs_write_all &&
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(rctx->ps_shader->shader.nr_cbufs != rctx->nr_cbufs)) ||
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(rctx->sprite_coord_enable &&
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(rctx->ps_shader->sprite_coord_enable != rctx->sprite_coord_enable))) {
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