The passthrough geometery shader was using points for smooth lines.
This meant the shader would always statically get 1 vertex and never emit a line.
Fixes:
80285db9efe ("zink: lower smooth-lines if not supported")
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20582>
nir_shader *nir = nir_create_passthrough_gs(
&screen->nir_options,
ctx->gfx_stages[prev_vertex_stage]->nir,
- lower_line_stipple ? SHADER_PRIM_LINE_STRIP : SHADER_PRIM_POINTS,
- lower_line_stipple ? 2 : 1);
+ (lower_line_stipple || lower_line_smooth) ? SHADER_PRIM_LINE_STRIP : SHADER_PRIM_POINTS,
+ (lower_line_stipple || lower_line_smooth) ? 2 : 1);
struct zink_shader *shader = zink_shader_create(screen, nir, NULL);
ctx->gfx_stages[prev_vertex_stage]->non_fs.generated_gs = shader;