#include "pipe/p_state.h"
#include "tgsi/tgsi_ureg.h"
#include "tgsi/tgsi_build.h"
+#include "tgsi/tgsi_from_mesa.h"
#include "tgsi/tgsi_info.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_sanity.h"
switch (info->stage) {
case MESA_SHADER_VERTEX:
ureg_setup_clipdist_info(ureg, info);
+ ureg_set_next_shader_processor(ureg, pipe_shader_type_from_mesa(info->next_stage));
break;
case MESA_SHADER_TESS_CTRL:
ureg_setup_tess_ctrl_shader(ureg, info);
foreach_in_list(glsl_to_tgsi_instruction, inst, &program->instructions)
compile_tgsi_instruction(t, inst);
- /* Set the next shader stage hint for VS and TES. */
- switch (procType) {
- case PIPE_SHADER_VERTEX:
- case PIPE_SHADER_TESS_EVAL:
- if (program->shader_program->SeparateShader)
- break;
-
- for (i = program->shader->Stage+1; i <= MESA_SHADER_FRAGMENT; i++) {
- if (program->shader_program->_LinkedShaders[i]) {
- ureg_set_next_shader_processor(
- ureg, pipe_shader_type_from_mesa((gl_shader_stage)i));
- break;
- }
- }
- break;
- default:
- ; /* nothing - silence compiler warning */
- }
-
out:
if (t) {
free(t->arrays);