ctx->rasterizer.cull_face = PIPE_FACE_NONE;
ctx->rasterizer.half_pixel_center = 1;
ctx->rasterizer.bottom_edge_rule = 1;
- ctx->rasterizer.depth_clip = 1;
+ ctx->rasterizer.depth_clip_near = 1;
+ ctx->rasterizer.depth_clip_far = 1;
/* samplers */
ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
* fragment shader input semantics and vertex_element/buffers.
*/
if (!ctx->vs) {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_GENERIC };
+ const enum tgsi_semantic semantic_names[] = {
+ TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_GENERIC
+ };
const uint semantic_indexes[] = { 0, 0 };
ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
semantic_names,