{
const struct lp_fragment_shader *lpfs = llvmpipe->fs;
struct vertex_info *vinfo = &llvmpipe->vertex_info;
- unsigned vs_index;
+ int vs_index;
uint i;
llvmpipe->color_slot[0] = -1;
vs_index = draw_find_shader_output(llvmpipe->draw,
TGSI_SEMANTIC_BCOLOR, i);
- if (vs_index > 0) {
+ if (vs_index >= 0) {
llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
}
vs_index = draw_find_shader_output(llvmpipe->draw,
TGSI_SEMANTIC_PSIZE, 0);
- if (vs_index > 0) {
+ if (vs_index >= 0) {
llvmpipe->psize_slot = vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
}
vs_index = draw_find_shader_output(llvmpipe->draw,
TGSI_SEMANTIC_VIEWPORT_INDEX,
0);
- if (vs_index > 0) {
+ if (vs_index >= 0) {
llvmpipe->viewport_index_slot = vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
} else {
llvmpipe->viewport_index_slot = 0;
}
-
+
+ /* Figure out if we need layer */
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_LAYER,
+ 0);
+ if (vs_index >= 0) {
+ llvmpipe->layer_slot = vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
+ } else {
+ llvmpipe->layer_slot = 0;
+ }
+
draw_compute_vertex_size(vinfo);
lp_setup_set_vertex_info(llvmpipe->setup, vinfo);