Instead of using the copy of shader_info stored in gl_program, it now
uses the one in nir_shader. This is needed for SPIR-V because the
info.tess.tcs_vertices_out is filled in via _mesa_spirv_to_nir which
happens much later than with a GLSL shader. The copy of shader_data in
gl_program is only updated later via brw_shader_gather_info but that
is too late.
For GLSL this shouldn't create any problems because the nir copy of
the shader_info is immediately copied from the gl_program in
glsl_to_nir.
v2: updated after commit "i965: Combine both gl_PatchVerticesIn
lowering passes." (488972) (Alejandro Piñeiro)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
struct gl_linked_shader *tcs =
shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
uint32_t static_patch_vertices =
- tcs ? tcs->Program->info.tess.tcs_vertices_out : 0;
+ tcs ? tcs->Program->nir->info.tess.tcs_vertices_out : 0;
static const gl_state_index16 tokens[STATE_LENGTH] =
{ STATE_INTERNAL, STATE_TES_PATCH_VERTICES_IN };
nir_lower_patch_vertices(nir, static_patch_vertices, tokens);