If there's a linked TES program, we should just use the actual
primitive mode. If not, just guess triangles (as we did before).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
/* Guess that the input and output patches have the same dimensionality. */
key.input_vertices = shader_prog->TessCtrl.VerticesOut;
- key.tes_primitive_mode = GL_TRIANGLES;
+ key.tes_primitive_mode =
+ shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] ?
+ shader_prog->TessEval.PrimitiveMode : GL_TRIANGLES;
key.outputs_written = prog->OutputsWritten;
key.patch_outputs_written = prog->PatchOutputsWritten;