STATIC_ASSERT(BRW_NUM_STATE_BITS <= 8 * sizeof(brw->state.dirty.brw));
ctx->DriverFlags.NewTransformFeedback = BRW_NEW_TRANSFORM_FEEDBACK;
+ ctx->DriverFlags.NewTransformFeedbackProg = BRW_NEW_TRANSFORM_FEEDBACK;
ctx->DriverFlags.NewRasterizerDiscard = BRW_NEW_RASTERIZER_DISCARD;
ctx->DriverFlags.NewUniformBuffer = BRW_NEW_UNIFORM_BUFFER;
ctx->DriverFlags.NewAtomicBuffer = BRW_NEW_ATOMIC_BUFFER;
upload_3dstate_so_buffers(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
- /* BRW_NEW_VERTEX_PROGRAM */
- const struct gl_shader_program *vs_prog =
- ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
- const struct gl_transform_feedback_info *linked_xfb_info =
- &vs_prog->LinkedTransformFeedback;
/* BRW_NEW_TRANSFORM_FEEDBACK */
struct gl_transform_feedback_object *xfb_obj =
ctx->TransformFeedback.CurrentObject;
+ const struct gl_transform_feedback_info *linked_xfb_info =
+ &xfb_obj->shader_program->LinkedTransformFeedback;
int i;
/* Set up the up to 4 output buffers. These are the ranges defined in the
const struct brw_vue_map *vue_map)
{
struct gl_context *ctx = &brw->ctx;
- /* BRW_NEW_VERTEX_PROGRAM */
- const struct gl_shader_program *vs_prog =
- ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
/* BRW_NEW_TRANSFORM_FEEDBACK */
+ struct gl_transform_feedback_object *xfb_obj =
+ ctx->TransformFeedback.CurrentObject;
const struct gl_transform_feedback_info *linked_xfb_info =
- &vs_prog->LinkedTransformFeedback;
+ &xfb_obj->shader_program->LinkedTransformFeedback;
uint16_t so_decl[128];
int buffer_mask = 0;
int next_offset[4] = {0, 0, 0, 0};
.dirty = {
.mesa = (_NEW_LIGHT),
.brw = (BRW_NEW_BATCH |
- BRW_NEW_VERTEX_PROGRAM |
BRW_NEW_VUE_MAP_GEOM_OUT |
BRW_NEW_TRANSFORM_FEEDBACK)
},