r600g: move selecting the pixel shader earlier.
authorDave Airlie <airlied@redhat.com>
Tue, 27 Jan 2015 03:34:50 +0000 (13:34 +1000)
committerDave Airlie <airlied@redhat.com>
Tue, 27 Jan 2015 23:51:02 +0000 (09:51 +1000)
commitcc2fc095bfae1c0494240e4f06931e2ca90e182c
tree9bdfd0625ecc76180217827ba22789882ad84936
parent5c83a0d2ce41fa4b7b39d13c69d39990f7c926f5
r600g: move selecting the pixel shader earlier.

In order to detect that a pixel shader has a prim id
input when we have no geometry shader we need to reorder
the shader selection so the pixel shader is selected
first, then the vertex shader key can take into account
the primitive id input requirement and lack of geom shader.

Reviewed-by: Glenn Kennard <glenn.kennard@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
src/gallium/drivers/r600/r600_state_common.c