And copy the value from GLSL.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
case MESA_SHADER_GEOMETRY:
info->gs.vertices_in = shader_prog->Geom.VerticesIn;
info->gs.output_primitive = sh->info.Geom.OutputType;
+ info->gs.input_primitive = sh->info.Geom.InputType;
info->gs.vertices_out = sh->info.Geom.VerticesOut;
info->gs.invocations = sh->info.Geom.Invocations;
info->gs.uses_end_primitive = shader_prog->Geom.UsesEndPrimitive;
/** The output primitive type (GL enum value) */
unsigned output_primitive;
+ /** The input primitive type (GL enum value) */
+ unsigned input_primitive;
+
/** The maximum number of vertices the geometry shader might write. */
unsigned vertices_out;