Tessellation evaluation shaders work almost identically to vertex
shaders - we have a set of URB writes at the end of the program, and the
last one should terminate it.
Geometry shaders really are the special case, where multiple
EmitVertex() calls trigger URB writes in the middle of the program.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
header_size);
fs_inst *inst = abld.emit(opcode, reg_undef, payload);
- inst->eot = last && stage == MESA_SHADER_VERTEX;
+ inst->eot = last && stage != MESA_SHADER_GEOMETRY;
inst->mlen = length + header_size;
inst->offset = urb_offset;
urb_offset = starting_urb_offset + slot + 1;