brw->max_gs_threads);
}
- brw_upload_cache(&brw->cache, BRW_GS_PROG,
+ brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG,
&c.key, sizeof(c.key),
program, program_size,
&c.prog_data, sizeof(c.prog_data),
memset(&key, 0, sizeof(key));
key.base.program_string_id = gp->id;
- brw_setup_vec4_key_clip_info(brw, &key.base,
- gp->program.Base.UsesClipDistanceOut);
-
- /* _NEW_LIGHT | _NEW_BUFFERS */
- key.base.clamp_vertex_color = ctx->Light._ClampVertexColor;
+ brw_setup_vue_key_clip_info(brw, &key.base,
+ gp->program.Base.UsesClipDistanceOut);
/* _NEW_TEXTURE */
brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
/* BRW_NEW_VUE_MAP_VS */
key.input_varyings = brw->vue_map_vs.slots_valid;
- if (!brw_search_cache(&brw->cache, BRW_GS_PROG,
+ if (!brw_search_cache(&brw->cache, BRW_CACHE_GS_PROG,
&key, sizeof(key),
&stage_state->prog_offset, &brw->gs.prog_data)) {
bool success =
const struct brw_tracked_state brw_gs_prog = {
.dirty = {
- .mesa = (_NEW_LIGHT | _NEW_BUFFERS | _NEW_TEXTURE),
- .brw = (BRW_NEW_GEOMETRY_PROGRAM |
- BRW_NEW_VUE_MAP_VS |
- BRW_NEW_TRANSFORM_FEEDBACK),
+ .mesa = _NEW_TEXTURE,
+ .brw = BRW_NEW_GEOMETRY_PROGRAM |
+ BRW_NEW_TRANSFORM_FEEDBACK |
+ BRW_NEW_VUE_MAP_VS,
},
.emit = brw_upload_gs_prog
};
memset(&key, 0, sizeof(key));
- brw_vec4_setup_prog_key_for_precompile(ctx, &key.base, bgp->id, &gp->Base);
+ brw_vue_setup_prog_key_for_precompile(ctx, &key.base, bgp->id, &gp->Base);
/* Assume that the set of varyings coming in from the vertex shader exactly
* matches what the geometry shader requires.