return true;
}
-
-static void
+void
brw_upload_gs_prog(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
struct brw_geometry_program *gp =
(struct brw_geometry_program *) brw->geometry_program;
+ if (!brw_state_dirty(brw,
+ _NEW_TEXTURE,
+ BRW_NEW_GEOMETRY_PROGRAM |
+ BRW_NEW_TRANSFORM_FEEDBACK |
+ BRW_NEW_VUE_MAP_VS))
+ return;
+
if (gp == NULL) {
/* No geometry shader. Vertex data just passes straight through. */
if (brw->state.dirty.brw & BRW_NEW_VUE_MAP_VS) {
}
brw->gs.base.prog_data = &brw->gs.prog_data->base.base;
- if (memcmp(&brw->vs.prog_data->base.vue_map, &brw->vue_map_geom_out,
+ if (memcmp(&brw->gs.prog_data->base.vue_map, &brw->vue_map_geom_out,
sizeof(brw->vue_map_geom_out)) != 0) {
brw->vue_map_geom_out = brw->gs.prog_data->base.vue_map;
brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
}
}
-
-const struct brw_tracked_state brw_gs_prog = {
- .dirty = {
- .mesa = _NEW_TEXTURE,
- .brw = BRW_NEW_GEOMETRY_PROGRAM |
- BRW_NEW_TRANSFORM_FEEDBACK |
- BRW_NEW_VUE_MAP_VS,
- },
- .emit = brw_upload_gs_prog
-};
-
-
bool
brw_gs_precompile(struct gl_context *ctx,
struct gl_shader_program *shader_prog,