const unsigned nr = MAX2( shader->base.info.num_inputs,
shader->base.info.num_outputs + 1 );
+ unsigned i;
+
fpme->input_prim = in_prim;
fpme->opt = opt;
}
else {
/* Need to create new variant */
- unsigned i;
/* First check if we've created too many variants. If so, free
* 25% of the LRU to avoid using too much memory.
fpme->current_variant = variant;
- /*XXX we only support one constant buffer */
- fpme->llvm->jit_context.vs_constants =
- draw->pt.user.vs_constants[0];
- fpme->llvm->jit_context.gs_constants =
- draw->pt.user.gs_constants[0];
+ for (i = 0; i < Elements(fpme->llvm->jit_context.vs_constants); ++i) {
+ fpme->llvm->jit_context.vs_constants[i] =
+ draw->pt.user.vs_constants[i];
+ }
+ for (i = 0; i < Elements(fpme->llvm->jit_context.gs_constants); ++i) {
+ fpme->llvm->jit_context.gs_constants[i] =
+ draw->pt.user.gs_constants[i];
+ }
fpme->llvm->jit_context.planes =
(float (*) [DRAW_TOTAL_CLIP_PLANES][4]) draw->pt.user.planes[0];
fpme->llvm->jit_context.viewport =