ubyte num_system_values;
ubyte system_value_semantic_name[PIPE_MAX_SHADER_INPUTS];
+ ubyte processor;
+
uint file_mask[TGSI_FILE_COUNT]; /**< bitmask of declared registers */
uint file_count[TGSI_FILE_COUNT]; /**< number of declared registers */
int file_max[TGSI_FILE_COUNT]; /**< highest index of declared registers */
+ int const_file_max[PIPE_MAX_CONSTANT_BUFFERS];
uint immediate_count; /**< number of immediates declared */
uint num_instructions;
uint opcode_count[TGSI_OPCODE_LAST]; /**< opcode histogram */
+ boolean reads_position; /**< does fragment shader read position? */
+ boolean reads_z; /**< does fragment shader read depth? */
boolean writes_z; /**< does fragment shader write Z value? */
boolean writes_stencil; /**< does fragment shader write stencil value? */
boolean writes_edgeflag; /**< vertex shader outputs edgeflag */
- boolean uses_kill; /**< KIL or KILP instruction used? */
+ boolean uses_kill; /**< KILL or KILL_IF instruction used? */
boolean uses_instanceid;
+ boolean uses_vertexid;
+ boolean uses_primid;
+ boolean uses_frontface;
boolean origin_lower_left;
boolean pixel_center_integer;
boolean color0_writes_all_cbufs;
+ boolean writes_viewport_index;
+ boolean writes_layer;
+ boolean is_msaa_sampler[PIPE_MAX_SAMPLERS];
+ unsigned num_written_culldistance;
+ unsigned num_written_clipdistance;
/**
* Bitmask indicating which register files are accessed with
* indirect addressing. The bits are (1 << TGSI_FILE_x), etc.