It doesn't seem like the old code could possibly work.
1. brw_gs_state_dirty made us bail unless one of these flags were set:
_NEW_TEXTURE, BRW_NEW_GEOMETRY_PROGRAM, BRW_NEW_TRANSFORM_FEEDBACK
2. If there was no geometry program, we called brw_upload_ff_gs_prog()3
3. That checked brw_ff_gs_state_dirty and bailed unless these were set:
_NEW_LIGHT, BRW_NEW_PRIMITIVE, BRW_NEW_TRANSFORM_FEEDBACK,
BRW_NEW_VS_PROG_DATA.
4. brw_ff_gs_prog_key pv_first and attr fields were set based on data
depending on _NEW_LIGHT and BRW_NEW_VS_PROG_DATA.
This means that if we needed a FF GS program, and changed the VS
outputs or provoking vertex mode, we'd fail to notice that we needed
to emit a new program.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
if (!brw_gs_state_dirty(brw))
return;
- if (gp == NULL) {
- /* No geometry shader. Vertex data just passes straight through. */
- if (devinfo->gen == 6 &&
- (brw->ctx.NewDriverState & BRW_NEW_TRANSFORM_FEEDBACK)) {
- brw_upload_ff_gs_prog(brw);
- return;
- }
-
- /* Other state atoms had better not try to access prog_data, since
- * there's no GS program.
- */
- brw->gs.base.prog_data = NULL;
-
- return;
- }
-
brw_gs_populate_key(brw, &key);
if (!brw_search_cache(&brw->cache, BRW_CACHE_GS_PROG,
brw_upload_vs_prog(brw);
brw_upload_tess_programs(brw);
- if (devinfo->gen < 6)
- brw_upload_ff_gs_prog(brw);
- else
+ if (brw->geometry_program) {
brw_upload_gs_prog(brw);
+ } else {
+ brw->gs.base.prog_data = NULL;
+ if (devinfo->gen < 7)
+ brw_upload_ff_gs_prog(brw);
+ }
/* Update the VUE map for data exiting the GS stage of the pipeline.
* This comes from the last enabled shader stage.