/* We need to specialize our code generation for tessellation levels
* based on the domain the DS is expecting to tessellate.
*/
- key->tes_primitive_mode = tep->program.PrimitiveMode;
+ key->tes_primitive_mode = tep->program.Base.info.tes.primitive_mode;
key->quads_workaround = brw->gen < 9 &&
- tep->program.PrimitiveMode == GL_QUADS &&
- tep->program.Spacing == GL_EQUAL;
+ tep->program.Base.info.tes.primitive_mode == GL_QUADS &&
+ tep->program.Base.info.tes.spacing == GL_EQUAL;
if (tcp) {
key->program_string_id = tcp->id;
shader_prog, &tep->program.Base,
&prog_data.base.base, 0);
- switch (tep->program.Spacing) {
+ switch (tep->program.Base.info.tes.spacing) {
case GL_EQUAL:
prog_data.partitioning = BRW_TESS_PARTITIONING_INTEGER;
break;
unreachable("invalid domain shader spacing");
}
- switch (tep->program.PrimitiveMode) {
+ switch (tep->program.Base.info.tes.primitive_mode) {
case GL_QUADS:
prog_data.domain = BRW_TESS_DOMAIN_QUAD;
break;
unreachable("invalid domain shader primitive mode");
}
- if (tep->program.PointMode) {
+ if (tep->program.Base.info.tes.point_mode) {
prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_POINT;
- } else if (tep->program.PrimitiveMode == GL_ISOLINES) {
+ } else if (tep->program.Base.info.tes.primitive_mode == GL_ISOLINES) {
prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_LINE;
} else {
/* Hardware winding order is backwards from OpenGL */
- switch (tep->program.VertexOrder) {
+ switch (tep->program.Base.info.tes.vertex_order) {
case GL_CCW:
prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_TRI_CW;
break;