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authorDave Airlie <[email protected]>2015-01-27 13:34:50 +1000
committerDave Airlie <[email protected]>2015-01-28 09:51:02 +1000
commitcc2fc095bfae1c0494240e4f06931e2ca90e182c (patch)
tree9bdfd0625ecc76180217827ba22789882ad84936 /src/gallium/auxiliary
parent5c83a0d2ce41fa4b7b39d13c69d39990f7c926f5 (diff)
r600g: move selecting the pixel shader earlier.
In order to detect that a pixel shader has a prim id input when we have no geometry shader we need to reorder the shader selection so the pixel shader is selected first, then the vertex shader key can take into account the primitive id input requirement and lack of geom shader. Reviewed-by: Glenn Kennard <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
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