(sel->so.output[i].stream * 4);
}
+ sel->num_vs_inputs = sel->type == PIPE_SHADER_VERTEX &&
+ !sel->info.properties[TGSI_PROPERTY_VS_BLIT_SGPRS_AMD] ?
+ sel->info.num_inputs : 0;
+
/* The prolog is a no-op if there are no inputs. */
sel->vs_needs_prolog = sel->type == PIPE_SHADER_VERTEX &&
sel->info.num_inputs &&
sctx->flags |= SI_CONTEXT_VGT_FLUSH;
sctx->ngg = new_ngg;
- sctx->last_rast_prim = -1; /* reset this so that it gets updated */
+ sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
return true;
}
return false;
sctx->ia_multi_vgt_param_key.u.uses_gs = sel != NULL;
si_update_common_shader_state(sctx);
- sctx->last_rast_prim = -1; /* reset this so that it gets updated */
+ sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
ngg_changed = si_update_ngg(sctx);
if (ngg_changed || enable_changed)
si_update_tess_uses_prim_id(sctx);
si_update_common_shader_state(sctx);
- sctx->last_rast_prim = -1; /* reset this so that it gets updated */
+ sctx->last_gs_out_prim = -1; /* reset this so that it gets updated */
bool ngg_changed = si_update_ngg(sctx);
if (ngg_changed || enable_changed)