struct quad_header_input
{
int x0, y0; /**< quad window pos, always even */
- float coverage[QUAD_SIZE]; /**< fragment coverage for antialiasing */
+ float coverage[TGSI_QUAD_SIZE]; /**< fragment coverage for antialiasing */
unsigned facing:1; /**< Front (0) or back (1) facing? */
unsigned prim:2; /**< QUAD_PRIM_POINT, LINE, TRI */
};
struct quad_header_output
{
/** colors in SOA format (rrrr, gggg, bbbb, aaaa) */
- float color[PIPE_MAX_COLOR_BUFS][NUM_CHANNELS][QUAD_SIZE];
- float depth[QUAD_SIZE];
+ float color[PIPE_MAX_COLOR_BUFS][TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE];
+ float depth[TGSI_QUAD_SIZE];
+ uint8_t stencil[TGSI_QUAD_SIZE];
};