}
/* 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);
*/
unsigned gs_size = vs_size;
if (brw->geometry_program) {
- gs_size = brw->gs.prog_data->base.urb_entry_size;
+ 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;
assert(gs_size >= 1);
}