Reviewed-by: Iago Toral Quiroga <ito...@igalia.com> On Tue, 2018-11-27 at 15:34 -0800, Kenneth Graunke wrote: > Vulkan and Gallium don't use Mesa's gl_program data structure, so > they > can't poke at 'prog'. But we can simply use the copy of the shader > info > stored with the NIR shader, which is guaranteed to exist. > > Reviewed-by: Jason Ekstrand <ja...@jlekstrand.net> > --- > src/intel/compiler/brw_vec4_gs_visitor.cpp | 2 +- > 1 file changed, 1 insertion(+), 1 deletion(-) > > diff --git a/src/intel/compiler/brw_vec4_gs_visitor.cpp > b/src/intel/compiler/brw_vec4_gs_visitor.cpp > index 63ff27e5e08..a6e38b0f379 100644 > --- a/src/intel/compiler/brw_vec4_gs_visitor.cpp > +++ b/src/intel/compiler/brw_vec4_gs_visitor.cpp > @@ -667,7 +667,7 @@ brw_compile_gs(const struct brw_compiler > *compiler, void *log_data, > prog_data->control_data_format = > GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID; > > /* We only have to emit control bits if we are using > streams */ > - if (prog && prog->info.gs.uses_streams) > + if (shader->info.gs.uses_streams) > c.control_data_bits_per_vertex = 2; > else > c.control_data_bits_per_vertex = 0;
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