llvmpipe_prepare_geometry_sampling(lp,
lp->num_sampler_views[PIPE_SHADER_GEOMETRY],
lp->sampler_views[PIPE_SHADER_GEOMETRY]);
+ llvmpipe_prepare_tess_ctrl_sampling(lp,
+ lp->num_sampler_views[PIPE_SHADER_TESS_CTRL],
+ lp->sampler_views[PIPE_SHADER_TESS_CTRL]);
+ llvmpipe_prepare_tess_eval_sampling(lp,
+ lp->num_sampler_views[PIPE_SHADER_TESS_EVAL],
+ lp->sampler_views[PIPE_SHADER_TESS_EVAL]);
llvmpipe_prepare_vertex_images(lp,
lp->num_images[PIPE_SHADER_VERTEX],
llvmpipe_prepare_geometry_images(lp,
lp->num_images[PIPE_SHADER_GEOMETRY],
lp->images[PIPE_SHADER_GEOMETRY]);
+ llvmpipe_prepare_tess_ctrl_images(lp,
+ lp->num_images[PIPE_SHADER_TESS_CTRL],
+ lp->images[PIPE_SHADER_TESS_CTRL]);
+ llvmpipe_prepare_tess_eval_images(lp,
+ lp->num_images[PIPE_SHADER_TESS_EVAL],
+ lp->images[PIPE_SHADER_TESS_EVAL]);
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 */
draw_collect_pipeline_statistics(draw,
lp->active_statistics_queries > 0);
+ draw_collect_primitives_generated(draw,
+ lp->active_primgen_queries &&
+ !lp->queries_disabled);
+
/* draw! */
draw_vbo(draw, info);