shader->is_gs_copy_shader = true;
si_llvm_context_init(&ctx, sscreen, compiler,
- si_get_wave_size(sscreen, PIPE_SHADER_VERTEX, false, false));
+ si_get_wave_size(sscreen, PIPE_SHADER_VERTEX,
+ false, false, false));
ctx.shader = shader;
ctx.type = PIPE_SHADER_VERTEX;