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authorDave Airlie <[email protected]>2016-04-26 10:45:00 +1000
committerDave Airlie <[email protected]>2016-04-26 13:05:32 +1000
commite3e6859381df15fe17a4bd2b93906f69a3657dd4 (patch)
tree2795f2332fa378874cdca44edaa439711786145b /src/gallium/auxiliary/draw/draw_vs.c
parenta6aae0c24d83675ecaaf0c6d1d8f05ad9175a9fe (diff)
tgsi: pass a shader type to the machine create and clean up.
There was definitely bugs here mixing up the PIPE_ and TGSI_ defines, hopefully they didn't cause any problems, since mostly it was special cases for GEOMETRY. This clarifies at shader machine create what type of shader this machine will execute. This is needed also for compute shaders where we don't want to allocate inputs/outputs. Reviewed-by: Brian Paul <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/draw/draw_vs.c')
-rw-r--r--src/gallium/auxiliary/draw/draw_vs.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/auxiliary/draw/draw_vs.c b/src/gallium/auxiliary/draw/draw_vs.c
index 438c9a6b9c4..5b42b69b5ca 100644
--- a/src/gallium/auxiliary/draw/draw_vs.c
+++ b/src/gallium/auxiliary/draw/draw_vs.c
@@ -154,7 +154,7 @@ draw_vs_init( struct draw_context *draw )
draw->dump_vs = debug_get_option_gallium_dump_vs();
if (!draw->llvm) {
- draw->vs.tgsi.machine = tgsi_exec_machine_create();
+ draw->vs.tgsi.machine = tgsi_exec_machine_create(PIPE_SHADER_VERTEX);
if (!draw->vs.tgsi.machine)
return FALSE;
}