diff options
author | Kenneth Graunke <[email protected]> | 2016-01-01 22:27:22 -0800 |
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committer | Kenneth Graunke <[email protected]> | 2016-01-02 18:46:16 -0800 |
commit | 28dea2662699072715f67ef34e910d278f88f3b1 (patch) | |
tree | b8391e94374696364dc7e8cf57311ce65fa03995 | |
parent | 4a1c8a3037cd29938b2a6e2c680c341e9903cfbe (diff) |
i965: Make TCS precompile use the TES primitive mode when available.
If there's a linked TES program, we should just use the actual
primitive mode. If not, just guess triangles (as we did before).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_tcs.c | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_tcs.c b/src/mesa/drivers/dri/i965/brw_tcs.c index 2c925e7f572..7e414260284 100644 --- a/src/mesa/drivers/dri/i965/brw_tcs.c +++ b/src/mesa/drivers/dri/i965/brw_tcs.c @@ -307,7 +307,9 @@ brw_tcs_precompile(struct gl_context *ctx, /* Guess that the input and output patches have the same dimensionality. */ key.input_vertices = shader_prog->TessCtrl.VerticesOut; - key.tes_primitive_mode = GL_TRIANGLES; + key.tes_primitive_mode = + shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] ? + shader_prog->TessEval.PrimitiveMode : GL_TRIANGLES; key.outputs_written = prog->OutputsWritten; key.patch_outputs_written = prog->PatchOutputsWritten; |