/* TODO: culling */
/* Determine vertex liveness. */
- LLVMValueRef vertliveptr = lp_build_alloca(&ctx->gallivm, ctx->ac.i1, "vertexlive");
+ LLVMValueRef vertliveptr = ac_build_alloca(&ctx->ac, ctx->ac.i1, "vertexlive");
tmp = LLVMBuildICmp(builder, LLVMIntULT, tid, num_emit_threads, "");
ac_build_ifcc(&ctx->ac, tmp, 5120);
shader->previous_stage_sel ? shader->previous_stage_sel : gs_sel;
const enum pipe_shader_type gs_type = gs_sel->type;
const unsigned gs_num_invocations = MAX2(gs_sel->gs_num_invocations, 1);
- /* TODO: Use QUADS as the worst case because of reuse, but triangles
- * will always have 1 additional unoccupied vector lane. We could use
- * that lane if the worst case was TRIANGLES. */
- const unsigned input_prim = si_get_input_prim(gs_sel, PIPE_PRIM_QUADS);
+ const unsigned input_prim = si_get_input_prim(gs_sel);
const bool use_adjacency = input_prim >= PIPE_PRIM_LINES_ADJACENCY &&
input_prim <= PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY;
const unsigned max_verts_per_prim = u_vertices_per_prim(input_prim);