STATIC_ASSERT(BRW_TESS_PARTITIONING_EVEN_FRACTIONAL ==
TESS_SPACING_FRACTIONAL_EVEN - 1);
- prog_data.partitioning = tep->program.info.tes.spacing - 1;
+ prog_data.partitioning = nir->info->tes.spacing - 1;
- switch (tep->program.info.tes.primitive_mode) {
+ switch (nir->info->tes.primitive_mode) {
case GL_QUADS:
prog_data.domain = BRW_TESS_DOMAIN_QUAD;
break;
unreachable("invalid domain shader primitive mode");
}
- if (tep->program.info.tes.point_mode) {
+ if (nir->info->tes.point_mode) {
prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_POINT;
- } else if (tep->program.info.tes.primitive_mode == GL_ISOLINES) {
+ } else if (nir->info->tes.primitive_mode == GL_ISOLINES) {
prog_data.output_topology = BRW_TESS_OUTPUT_TOPOLOGY_LINE;
} else {
/* Hardware winding order is backwards from OpenGL */
prog_data.output_topology =
- tep->program.info.tes.ccw ? BRW_TESS_OUTPUT_TOPOLOGY_TRI_CW
- : BRW_TESS_OUTPUT_TOPOLOGY_TRI_CCW;
+ nir->info->tes.ccw ? BRW_TESS_OUTPUT_TOPOLOGY_TRI_CW
+ : BRW_TESS_OUTPUT_TOPOLOGY_TRI_CCW;
}
/* Allocate the references to the uniforms that will end up in the