ANV_DECL_GET_PROG_DATA_FUNC(wm, MESA_SHADER_FRAGMENT)
ANV_DECL_GET_PROG_DATA_FUNC(cs, MESA_SHADER_COMPUTE)
+static inline const struct brw_vue_map *
+anv_pipeline_get_fs_input_map(const struct anv_pipeline *pipeline)
+{
+ if (anv_pipeline_has_stage(pipeline, MESA_SHADER_GEOMETRY))
+ return &get_gs_prog_data(pipeline)->base.vue_map;
+ else if (anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL))
+ return &get_tes_prog_data(pipeline)->base.vue_map;
+ else
+ return &get_vs_prog_data(pipeline)->base.vue_map;
+}
+
VkResult
anv_pipeline_init(struct anv_pipeline *pipeline, struct anv_device *device,
struct anv_pipeline_cache *cache,
static void
emit_3dstate_sbe(struct anv_pipeline *pipeline)
{
- const struct brw_vs_prog_data *vs_prog_data = get_vs_prog_data(pipeline);
- const struct brw_gs_prog_data *gs_prog_data = get_gs_prog_data(pipeline);
const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
const struct brw_vue_map *fs_input_map;
return;
}
- if (gs_prog_data)
- fs_input_map = &gs_prog_data->base.vue_map;
- else
- fs_input_map = &vs_prog_data->base.vue_map;
+ fs_input_map = anv_pipeline_get_fs_input_map(pipeline);
struct GENX(3DSTATE_SBE) sbe = {
GENX(3DSTATE_SBE_header),