}
/* Then clamp to the maximum allowed by the hardware */
- if (nr_vs_entries > devinfo->urb.max_vs_entries)
- nr_vs_entries = devinfo->urb.max_vs_entries;
+ if (nr_vs_entries > devinfo->urb.max_entries[MESA_SHADER_VERTEX])
+ nr_vs_entries = devinfo->urb.max_entries[MESA_SHADER_VERTEX];
- if (nr_gs_entries > devinfo->urb.max_gs_entries)
- nr_gs_entries = devinfo->urb.max_gs_entries;
+ if (nr_gs_entries > devinfo->urb.max_entries[MESA_SHADER_GEOMETRY])
+ nr_gs_entries = devinfo->urb.max_entries[MESA_SHADER_GEOMETRY];
/* Finally, both must be a multiple of 4 (see 3DSTATE_URB in the PRM). */
brw->urb.nr_vs_entries = ROUND_DOWN_TO(nr_vs_entries, 4);
brw->urb.nr_gs_entries = ROUND_DOWN_TO(nr_gs_entries, 4);
- assert(brw->urb.nr_vs_entries >= devinfo->urb.min_vs_entries);
+ assert(brw->urb.nr_vs_entries >=
+ devinfo->urb.min_entries[MESA_SHADER_VERTEX]);
assert(brw->urb.nr_vs_entries % 4 == 0);
assert(brw->urb.nr_gs_entries % 4 == 0);
assert(vs_size <= 5);
const unsigned vs_size = MAX2(vs_vue_prog_data->urb_entry_size, 1);
/* BRW_NEW_GEOMETRY_PROGRAM, BRW_NEW_GS_PROG_DATA */
- const bool gs_present = brw->ff_gs.prog_active || brw->geometry_program;
+ const bool gs_present =
+ brw->ff_gs.prog_active || brw->programs[MESA_SHADER_GEOMETRY];
/* Whe using GS to do transform feedback only we use the same VUE layout for
* VS outputs and GS outputs (as it's what the SF and Clipper expect), so we
* outputs can be different from the VS outputs.
*/
unsigned gs_size = vs_size;
- if (brw->geometry_program) {
+ if (brw->programs[MESA_SHADER_GEOMETRY]) {
const struct brw_vue_prog_data *gs_vue_prog_data =
brw_vue_prog_data(brw->gs.base.prog_data);
gs_size = gs_vue_prog_data->urb_entry_size;