This patch stores the geometry shader VUE map from a local variable in compile_gs_prog() to a field in the brw_gs_compile struct, so that it will be available while compiling the geometry shader. This is necessary in order to support transform feedback on Gen6, because the Gen6 geometry shader code that supports transform feedback needs to be able to inspect the VUE map in order to find the correct vertex data to output. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>tags/mesa-8.0-rc1
@@ -57,9 +57,8 @@ static void compile_gs_prog( struct brw_context *brw, | |||
c.key = *key; | |||
/* The geometry shader needs to access the entire VUE. */ | |||
struct brw_vue_map vue_map; | |||
brw_compute_vue_map(&vue_map, intel, c.key.userclip_active, c.key.attrs); | |||
c.nr_regs = (vue_map.num_slots + 1)/2; | |||
brw_compute_vue_map(&c.vue_map, intel, c.key.userclip_active, c.key.attrs); | |||
c.nr_regs = (c.vue_map.num_slots + 1)/2; | |||
mem_ctx = NULL; | |||
@@ -66,6 +66,8 @@ struct brw_gs_compile { | |||
/* Number of registers used to store vertex data */ | |||
GLuint nr_regs; | |||
struct brw_vue_map vue_map; | |||
}; | |||
#define ATTR_SIZE (4*4) |