bool no_spills)
: vec4_visitor(brw, &c->base, &c->gp->program.Base, &c->key.base,
&c->prog_data.base, prog, MESA_SHADER_GEOMETRY, mem_ctx,
- INTEL_DEBUG & DEBUG_GS, no_spills,
+ no_spills,
ST_GS, ST_GS_WRITTEN, ST_GS_RESET),
c(c)
{
generate_assembly(struct brw_context *brw,
struct gl_shader_program *shader_prog,
struct gl_program *prog,
- struct brw_vec4_prog_data *prog_data,
+ struct brw_vue_prog_data *prog_data,
void *mem_ctx,
const cfg_t *cfg,
unsigned *final_assembly_size)
{
vec4_generator g(brw, shader_prog, prog, prog_data, mem_ctx,
- INTEL_DEBUG & DEBUG_GS);
+ INTEL_DEBUG & DEBUG_GS, "geometry", "GS");
return g.generate_assembly(cfg, final_assembly_size);
}