struct shader_linkage
{
- unsigned num_inputs;
+ unsigned num_inputs; /* number of inputs in the current shader */
+ unsigned position_index; /* position register index */
unsigned input_map_max; /* highest index of mapped inputs */
ubyte input_map[PIPE_MAX_SHADER_INPUTS];
+
+ struct {
+ unsigned num_outputs;
+ ubyte output_map[PIPE_MAX_SHADER_OUTPUTS];
+ } prevShader;
};
void