#include "pipe/p_shader_tokens.h"
#include "draw/draw_context.h"
#include "draw/draw_vertex.h"
-#include "draw/draw_private.h"
#include "sp_context.h"
#include "sp_screen.h"
#include "sp_state.h"
/* compute vertex layout now */
const struct sp_fragment_shader *spfs = softpipe->fs;
struct vertex_info *vinfo_vbuf = &softpipe->vertex_info_vbuf;
- const uint num = draw_num_vs_outputs(softpipe->draw);
+ const uint num = draw_num_shader_outputs(softpipe->draw);
uint i;
/* Tell draw_vbuf to simply emit the whole post-xform vertex
}
/* this includes texcoords and varying vars */
- src = draw_find_vs_output(softpipe->draw,
- spfs->info.input_semantic_name[i],
- spfs->info.input_semantic_index[i]);
+ src = draw_find_shader_output(softpipe->draw,
+ spfs->info.input_semantic_name[i],
+ spfs->info.input_semantic_index[i]);
draw_emit_vertex_attr(vinfo, EMIT_4F, interp, src);
}
- softpipe->psize_slot = draw_find_vs_output(softpipe->draw,
+ softpipe->psize_slot = draw_find_shader_output(softpipe->draw,
TGSI_SEMANTIC_PSIZE, 0);
if (softpipe->psize_slot > 0) {
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT,