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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@@ -1002,6 +1002,28 @@ enum tess_primitive_mode
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TESS_PRIMITIVE_ISOLINES,
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};
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/* these also map directly to GL and gallium prim types. */
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enum shader_prim
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{
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SHADER_PRIM_POINTS,
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SHADER_PRIM_LINES,
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SHADER_PRIM_LINE_LOOP,
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SHADER_PRIM_LINE_STRIP,
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SHADER_PRIM_TRIANGLES,
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SHADER_PRIM_TRIANGLE_STRIP,
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SHADER_PRIM_TRIANGLE_FAN,
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SHADER_PRIM_QUADS,
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SHADER_PRIM_QUAD_STRIP,
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SHADER_PRIM_POLYGON,
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SHADER_PRIM_LINES_ADJACENCY,
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SHADER_PRIM_LINE_STRIP_ADJACENCY,
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SHADER_PRIM_TRIANGLES_ADJACENCY,
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SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY,
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SHADER_PRIM_PATCHES,
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SHADER_PRIM_MAX = SHADER_PRIM_PATCHES,
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SHADER_PRIM_UNKNOWN = (SHADER_PRIM_MAX * 2),
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};
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/**
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* A compare function enum for use in compiler lowering passes. This is in
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* the same order as GL's compare functions (shifted down by GL_NEVER), and is
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