Created attachment 119318 [details] trace that demonstrates 2 FS and 2 VS programs generated in a single draw call FF programs are affected by various state. It seems it's possible to do things "just right" to cause them to be regenerated twice in a single draw. The attached trace produces the following for me: 48: message: shader compiler issue 1: type: 1, 48: message: shader compiler issue 1: type: 0, 53: message: shader compiler issue 1: type: 1, 53: message: shader compiler issue 1: type: 0, 172: message: shader compiler issue 1: type: 1, 172: message: shader compiler issue 1: type: 0, 172: message: shader compiler issue 1: type: 1, 172: message: shader compiler issue 1: type: 0, 275: message: shader compiler issue 1: type: 1, 275: message: shader compiler issue 1: type: 0, 275: message: shader compiler issue 1: type: 0, 2172: message: shader compiler issue 1: type: 1 2172: message: shader compiler issue 1: type: 0 2172: message: shader compiler issue 1: type: 0 2239: message: shader compiler issue 1: type: 1 2239: message: shader compiler issue 1: type: 0 2328: message: shader compiler issue 1: type: 1 2328: message: shader compiler issue 1: type: 0 2328: message: shader compiler issue 1: type: 1 2328: message: shader compiler issue 1: type: 0 Type 0/1 are VS and FS (id corresponds to PIPE_SHADER_*). Note that the draw calls at 172 and 2328 both generate 2 programs each, while draw calls 275 and 2172 generate 2 programs for one of the types. One set is generated via the path vbo_exec_DrawRangeElementsBaseVertex -> validate_DrawElements_common -> check_valid_to_render -> _mesa_valid_to_render -> _mesa_update_state -> update_program while the second is generated via vbo_exec_DrawRangeElementsBaseVertex -> vbo_validated_drawrangeelements -> vbo_bind_arrays -> _mesa_update_state -> update_program. I guess in between the _NEW_PROGRAM bit manages to set itself.
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