Vulkan and Gallium don't use Mesa's gl_program data structure, so they
can't poke at 'prog'.  But we can simply use the copy of the shader info
stored with the NIR shader, which is guaranteed to exist.

Reviewed-by: Jason Ekstrand <ja...@jlekstrand.net>
---
 src/intel/compiler/brw_vec4_gs_visitor.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/intel/compiler/brw_vec4_gs_visitor.cpp 
b/src/intel/compiler/brw_vec4_gs_visitor.cpp
index 63ff27e5e08..a6e38b0f379 100644
--- a/src/intel/compiler/brw_vec4_gs_visitor.cpp
+++ b/src/intel/compiler/brw_vec4_gs_visitor.cpp
@@ -667,7 +667,7 @@ brw_compile_gs(const struct brw_compiler *compiler, void 
*log_data,
          prog_data->control_data_format = 
GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID;
 
          /* We only have to emit control bits if we are using streams */
-         if (prog && prog->info.gs.uses_streams)
+         if (shader->info.gs.uses_streams)
             c.control_data_bits_per_vertex = 2;
          else
             c.control_data_bits_per_vertex = 0;
-- 
2.19.1

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