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>
This commit is contained in:
Dave Airlie
2022-01-19 13:17:27 +10:00
committed by Marge Bot
parent d54c07b4c4
commit 1352e0ba0c
30 changed files with 196 additions and 182 deletions

View File

@@ -889,7 +889,7 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
}
pipeline->gs_output_lines = pipeline->pipeline_nir[MESA_SHADER_GEOMETRY] &&
pipeline->pipeline_nir[MESA_SHADER_GEOMETRY]->info.gs.output_primitive == GL_LINES;
pipeline->pipeline_nir[MESA_SHADER_GEOMETRY]->info.gs.output_primitive == SHADER_PRIM_LINES;
bool has_fragment_shader = false;