#include "brw_ff_gs.h"
#include "brw_nir.h"
#include "brw_program.h"
-#include "glsl/ir_uniform.h"
+#include "compiler/glsl/ir_uniform.h"
static void
brw_gs_debug_recompile(struct brw_context *brw,
GLbitfield64 outputs_written = gp->program.Base.OutputsWritten;
+ prog_data.base.cull_distance_mask =
+ ((1 << gp->program.Base.CullDistanceArraySize) - 1) <<
+ gp->program.Base.ClipDistanceArraySize;
+
brw_compute_vue_map(brw->intelScreen->devinfo,
&prog_data.base.vue_map, outputs_written,
- prog ? prog->SeparateShader : false);
+ prog->SeparateShader);
if (unlikely(INTEL_DEBUG & DEBUG_GS))
brw_dump_ir("geometry", prog, gs, NULL);
}
static bool
-brw_gs_state_dirty(struct brw_context *brw)
+brw_gs_state_dirty(const struct brw_context *brw)
{
return brw_state_dirty(brw,
_NEW_TEXTURE,