zink: store prim mode to context during draw

we need to be able to access this for shader rewrites

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9115>
This commit is contained in:
Mike Blumenkrantz 2021-02-17 09:51:43 -05:00 committed by Marge Bot
parent 2e60929b47
commit b9676976d0
2 changed files with 2 additions and 0 deletions

View File

@ -132,6 +132,7 @@ struct zink_context {
struct zink_shader *gfx_stages[ZINK_SHADER_COUNT];
struct zink_gfx_pipeline_state gfx_pipeline_state;
enum pipe_prim_type gfx_prim_mode;
struct hash_table *program_cache;
struct zink_gfx_program *curr_program;

View File

@ -664,6 +664,7 @@ zink_draw_vbo(struct pipe_context *pctx,
if (drawid_broken != ctx->drawid_broken)
ctx->dirty_shader_stages |= BITFIELD_BIT(PIPE_SHADER_VERTEX);
ctx->gfx_pipeline_state.vertices_per_patch = dinfo->vertices_per_patch;
ctx->gfx_prim_mode = dinfo->mode;
struct zink_gfx_program *gfx_program = get_gfx_program(ctx);
if (!gfx_program)
return;