mesa/*: add a shader primitive type to get away from GL types.
This creates an internal shader_prim enum, I've fixed up most users to use it instead of GL types. don't store the enum in shader_info as it changes size, and confuses other things. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14605>
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@@ -147,14 +147,14 @@ overwrite_incomplete_primitives(struct state *state, unsigned stream)
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assert(state->count_vtx_per_prim);
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nir_builder *b = state->builder;
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unsigned outprim = b->shader->info.gs.output_primitive;
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enum shader_prim outprim = b->shader->info.gs.output_primitive;
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unsigned outprim_min_vertices;
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if (outprim == GL_POINTS)
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if (outprim == SHADER_PRIM_POINTS)
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outprim_min_vertices = 1;
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else if (outprim == GL_LINE_STRIP)
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else if (outprim == SHADER_PRIM_LINE_STRIP)
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outprim_min_vertices = 2;
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else if (outprim == GL_TRIANGLE_STRIP)
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else if (outprim == SHADER_PRIM_TRIANGLE_STRIP)
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outprim_min_vertices = 3;
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else
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unreachable("Invalid GS output primitive type.");
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