{
nir_function *func;
+ info->base = nir->info;
info->stage = nir->info.stage;
- info->properties[TGSI_PROPERTY_NEXT_SHADER] = pipe_shader_type_from_mesa(nir->info.next_stage);
if (nir->info.stage == MESA_SHADER_VERTEX) {
info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] = nir->info.vs.window_space_position;
static void si_parse_next_shader_property(const struct si_shader_info *info, bool streamout,
struct si_shader_key *key)
{
- unsigned next_shader = info->properties[TGSI_PROPERTY_NEXT_SHADER];
+ gl_shader_stage next_shader = info->base.next_stage;
switch (info->stage) {
case MESA_SHADER_VERTEX:
switch (next_shader) {
- case PIPE_SHADER_GEOMETRY:
+ case MESA_SHADER_GEOMETRY:
key->as_es = 1;
break;
- case PIPE_SHADER_TESS_CTRL:
- case PIPE_SHADER_TESS_EVAL:
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_TESS_EVAL:
key->as_ls = 1;
break;
default:
break;
case MESA_SHADER_TESS_EVAL:
- if (next_shader == PIPE_SHADER_GEOMETRY || !info->writes_position)
+ if (next_shader == MESA_SHADER_GEOMETRY || !info->writes_position)
key->as_es = 1;
break;