+ draw_set_mapped_so_targets(draw, lp->num_so_targets,
+ lp->so_targets);
+
+ llvmpipe_prepare_vertex_sampling(lp,
+ lp->num_sampler_views[PIPE_SHADER_VERTEX],
+ lp->sampler_views[PIPE_SHADER_VERTEX]);
+ llvmpipe_prepare_geometry_sampling(lp,
+ lp->num_sampler_views[PIPE_SHADER_GEOMETRY],
+ lp->sampler_views[PIPE_SHADER_GEOMETRY]);
+ if (lp->gs && lp->gs->no_tokens) {
+ /* we have an empty geometry shader with stream output, so
+ attach the stream output info to the current vertex shader */
+ if (lp->vs) {
+ draw_vs_attach_so(lp->vs, &lp->gs->stream_output);
+ }
+ }
+ draw_collect_pipeline_statistics(draw,
+ lp->active_statistics_queries > 0);