Note that 'geometry shader properties' should be carried in the
selector state over the shader state in any case.
Signed-off-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
case TGSI_PROPERTY_VS_PROHIBIT_UCPS:
/* we don't need this one */
break;
- case TGSI_PROPERTY_GS_INPUT_PRIM:
- shader->gs_input_prim = property->u[0].Data;
- break;
case TGSI_PROPERTY_GS_OUTPUT_PRIM:
shader->gs_output_prim = property->u[0].Data;
break;
boolean uses_index_registers;
/* geometry shader properties */
- unsigned gs_input_prim;
unsigned gs_output_prim;
unsigned gs_max_out_vertices;
unsigned gs_num_invocations;