switch (state->shader->info.stage) {
case MESA_SHADER_VERTEX:
case MESA_SHADER_GEOMETRY:
+ case MESA_SHADER_TESS_EVAL:
switch (out->data.location) {
case VARYING_SLOT_COL0:
case VARYING_SLOT_COL1:
}
break;
case MESA_SHADER_FRAGMENT:
- switch (out->data.location) {
- case FRAG_RESULT_COLOR:
- return true;
- default:
- return false;
- }
- break;
+ return (out->data.location == FRAG_RESULT_COLOR ||
+ out->data.location >= FRAG_RESULT_DATA0);
default:
return false;
}