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