We don't need them for compute shaders.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
else
info->prop.tp.outputPrim = PIPE_PRIM_TRIANGLES; /* anything but points */
break;
else
info->prop.tp.outputPrim = PIPE_PRIM_TRIANGLES; /* anything but points */
break;
+ case TGSI_PROPERTY_CS_FIXED_BLOCK_WIDTH:
+ case TGSI_PROPERTY_CS_FIXED_BLOCK_HEIGHT:
+ case TGSI_PROPERTY_CS_FIXED_BLOCK_DEPTH:
+ // we don't care
+ break;
case TGSI_PROPERTY_NUM_CLIPDIST_ENABLED:
info->io.clipDistances = prop->u[0].Data;
break;
case TGSI_PROPERTY_NUM_CLIPDIST_ENABLED:
info->io.clipDistances = prop->u[0].Data;
break;