emit(OR(dst_reg(this->control_data_bits), this->control_data_bits, mask));
}
+static const GLuint gl_prim_to_hw_prim[GL_TRIANGLE_STRIP_ADJACENCY+1] = {
+ [GL_POINTS] =_3DPRIM_POINTLIST,
+ [GL_LINES] = _3DPRIM_LINELIST,
+ [GL_LINE_LOOP] = _3DPRIM_LINELOOP,
+ [GL_LINE_STRIP] = _3DPRIM_LINESTRIP,
+ [GL_TRIANGLES] = _3DPRIM_TRILIST,
+ [GL_TRIANGLE_STRIP] = _3DPRIM_TRISTRIP,
+ [GL_TRIANGLE_FAN] = _3DPRIM_TRIFAN,
+ [GL_QUADS] = _3DPRIM_QUADLIST,
+ [GL_QUAD_STRIP] = _3DPRIM_QUADSTRIP,
+ [GL_POLYGON] = _3DPRIM_POLYGON,
+ [GL_LINES_ADJACENCY] = _3DPRIM_LINELIST_ADJ,
+ [GL_LINE_STRIP_ADJACENCY] = _3DPRIM_LINESTRIP_ADJ,
+ [GL_TRIANGLES_ADJACENCY] = _3DPRIM_TRILIST_ADJ,
+ [GL_TRIANGLE_STRIP_ADJACENCY] = _3DPRIM_TRISTRIP_ADJ,
+};
+
extern "C" const unsigned *
brw_compile_gs(const struct brw_compiler *compiler, void *log_data,
void *mem_ctx,
else
prog_data->base.urb_entry_size = ALIGN(output_size_bytes, 128) / 128;
+ assert(shader->info->gs.output_primitive < ARRAY_SIZE(gl_prim_to_hw_prim));
prog_data->output_topology =
- get_hw_prim_for_gl_prim(shader->info->gs.output_primitive);
+ gl_prim_to_hw_prim[shader->info->gs.output_primitive];
prog_data->vertices_in = shader->info->gs.vertices_in;