If the geometry shader is indeed using streams then we need 2 control data
bits per vertex for the StreamID. If the shader is not using streams then
we don't need control data bits.
---
src/mesa/drivers/dri/i965/brw_vec4_gs.c | 9 +++++----
1 file changed, 5 insertions(+), 4 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_gs.c
b/src/mesa/drivers/dri/i965/brw_vec4_gs.c
index b48c420..0b30c7d 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4_gs.c
+++ b/src/mesa/drivers/dri/i965/brw_vec4_gs.c
@@ -81,10 +81,11 @@ do_gs_prog(struct brw_context *brw,
*/
c.prog_data.control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID;
- /* However, StreamID is not yet supported, so we output zero bits of
- * control data per vertex.
- */
- c.control_data_bits_per_vertex = 0;
+ /* We only have to emit control bits if we are using streams */
+ if (prog->Geom.UsesStreams)
+ c.control_data_bits_per_vertex = 2;
+ else
+ c.control_data_bits_per_vertex = 0;
} else {
/* When the output type is triangle_strip or line_strip, EndPrimitive()
* may be used to terminate the current strip and start a new one
--
1.9.1
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