So far in gen6 we only used geometry shaders to implement transform feedback
in vertex shaders, so we assumed that the VUE map for the geometry shader
stage was always the same as for the vertex shader stage. This is no longer
true now that we support user provided geometry shaders in gen6 too.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
(struct brw_geometry_program *) brw->geometry_program;
if (gp == NULL) {
- if (brw->gen == 6) {
- if (brw->state.dirty.brw & BRW_NEW_TRANSFORM_FEEDBACK)
- gen6_brw_upload_ff_gs_prog(brw);
- return;
- }
-
/* No geometry shader. Vertex data just passes straight through. */
if (brw->state.dirty.brw & BRW_NEW_VUE_MAP_VS) {
brw->vue_map_geom_out = brw->vue_map_vs;
brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
}
+ if (brw->gen == 6 &&
+ (brw->state.dirty.brw & BRW_NEW_TRANSFORM_FEEDBACK)) {
+ gen6_brw_upload_ff_gs_prog(brw);
+ return;
+ }
+
/* Other state atoms had better not try to access prog_data, since
* there's no GS program.
*/
sizeof(brw->vue_map_geom_out)) != 0) {
brw->vue_map_vs = brw->vs.prog_data->base.vue_map;
brw->state.dirty.brw |= BRW_NEW_VUE_MAP_VS;
- if (brw->gen < 7) {
+ if (brw->gen < 6) {
/* No geometry shader support, so the VS VUE map is the VUE map for
* the output of the "geometry" portion of the pipeline.
*/