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authorTimothy Arceri <[email protected]>2016-06-22 12:41:28 +1000
committerTimothy Arceri <[email protected]>2016-06-23 11:01:46 +1000
commitab99196b6bc5b0170db20db6cc3837ce7642d22a (patch)
tree0e37f19fba45438d45cad609ab4b940b0ab6b997 /src/mesa/drivers/dri
parent24b3be093870a9a77325ac33c8fce97fae143e8e (diff)
glsl/mesa: stop duplicating geom and tcs layout values
We already store these in gl_shader and gl_program here we remove it from gl_shader_program and just use the values from gl_shader. This will allow us to keep the shader cache restore code as simple as it can be while making it somewhat clearer where these values originate from. Reviewed-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri')
-rw-r--r--src/mesa/drivers/dri/i965/brw_tcs.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_tcs.c b/src/mesa/drivers/dri/i965/brw_tcs.c
index 548dc75276c..d488715cac3 100644
--- a/src/mesa/drivers/dri/i965/brw_tcs.c
+++ b/src/mesa/drivers/dri/i965/brw_tcs.c
@@ -390,8 +390,10 @@ brw_tcs_precompile(struct gl_context *ctx,
brw_setup_tex_for_precompile(brw, &key.tex, prog);
/* Guess that the input and output patches have the same dimensionality. */
- if (brw->gen < 8)
- key.input_vertices = shader_prog->TessCtrl.VerticesOut;
+ if (brw->gen < 8) {
+ key.input_vertices = shader_prog->
+ _LinkedShaders[MESA_SHADER_TESS_CTRL]->TessCtrl.VerticesOut;
+ }
key.tes_primitive_mode = brw->tess_eval_program ?
brw->tess_eval_program->PrimitiveMode : GL_TRIANGLES;