/* Copy data to merged stage. */
if (pre_stage == MESA_SHADER_VERTEX) {
- stages[MESA_SHADER_GEOMETRY].info.vs.as_es = stages[MESA_SHADER_VERTEX].info.vs.as_es;
stages[MESA_SHADER_GEOMETRY].info.vs.num_linked_outputs =
stages[MESA_SHADER_VERTEX].info.vs.num_linked_outputs;
} else {
- stages[MESA_SHADER_GEOMETRY].info.tes.as_es = stages[MESA_SHADER_TESS_EVAL].info.tes.as_es;
stages[MESA_SHADER_GEOMETRY].info.tes.num_linked_outputs =
stages[MESA_SHADER_TESS_EVAL].info.tes.num_linked_outputs;
stages[MESA_SHADER_GEOMETRY].info.tes.num_linked_inputs =
}
stages[pre_stage].info = stages[MESA_SHADER_GEOMETRY].info;
+ if (pre_stage == MESA_SHADER_VERTEX) {
+ stages[MESA_SHADER_VERTEX].info.vs.as_es = true;
+ } else {
+ stages[MESA_SHADER_TESS_EVAL].info.tes.as_es = true;
+ }
filled_stages |= (1 << pre_stage);
filled_stages |= (1 << MESA_SHADER_GEOMETRY);