Reviewed-by: Jordan Justen <jordan.l.jus...@intel.com>
On 2016-01-01 23:23:51, Kenneth Graunke wrote: > 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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev