unsigned vs_constants_size[PIPE_MAX_CONSTANT_BUFFERS];
const void *gs_constants[PIPE_MAX_CONSTANT_BUFFERS];
unsigned gs_constants_size[PIPE_MAX_CONSTANT_BUFFERS];
+
+ /* pointer to planes */
+ float (*planes)[12][4];
} user;
boolean test_fse; /* enable FSE even though its not correct (eg for softpipe) */
struct tgsi_sampler **samplers;
} gs;
+ /** Fragment shader state */
+ struct {
+ struct draw_fragment_shader *fragment_shader;
+ } fs;
+
/** Stream output (vertex feedback) state */
struct {
struct pipe_stream_output_state state;
/* If a prim stage introduces new vertex attributes, they'll be stored here
*/
struct {
- uint semantic_name;
- uint semantic_index;
- int slot;
+ uint num;
+ uint semantic_name[10];
+ uint semantic_index[10];
+ uint slot[10];
} extra_shader_outputs;
unsigned reduced_prim;
uint draw_current_shader_outputs(const struct draw_context *draw);
uint draw_current_shader_position_output(const struct draw_context *draw);
+int draw_alloc_extra_vertex_attrib(struct draw_context *draw,
+ uint semantic_name, uint semantic_index);
+void draw_remove_extra_vertex_attribs(struct draw_context *draw);
+
+
/*******************************************************************************
* Vertex processing (was passthrough) code:
*/