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>
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@ -132,6 +132,7 @@ struct zink_context {
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struct zink_shader *gfx_stages[ZINK_SHADER_COUNT];
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struct zink_gfx_pipeline_state gfx_pipeline_state;
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enum pipe_prim_type gfx_prim_mode;
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struct hash_table *program_cache;
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struct zink_gfx_program *curr_program;
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@ -664,6 +664,7 @@ zink_draw_vbo(struct pipe_context *pctx,
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if (drawid_broken != ctx->drawid_broken)
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ctx->dirty_shader_stages |= BITFIELD_BIT(PIPE_SHADER_VERTEX);
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ctx->gfx_pipeline_state.vertices_per_patch = dinfo->vertices_per_patch;
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ctx->gfx_prim_mode = dinfo->mode;
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struct zink_gfx_program *gfx_program = get_gfx_program(ctx);
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if (!gfx_program)
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return;
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