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 <kenn...@whitecape.org> --- src/mesa/drivers/dri/i965/brw_tcs.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/mesa/drivers/dri/i965/brw_tcs.c b/src/mesa/drivers/dri/i965/brw_tcs.c index 2c925e7..7e41426 100644 --- a/src/mesa/drivers/dri/i965/brw_tcs.c +++ b/src/mesa/drivers/dri/i965/brw_tcs.c @@ -307,7 +307,9 @@ brw_tcs_precompile(struct gl_context *ctx, /* 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; -- 2.6.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev