unsigned compare_func:3;
unsigned unnormalized:1;
unsigned width_height_idx:5; /**< texture unit */
- unsigned texture_target:4; /**< PIPE_TEXTURE_x */
- unsigned texture_msaa:1; /**< A multisample texture? */
+ unsigned is_array:1;
unsigned sprite_texgen:1;
unsigned swizzle_r:3;
unsigned swizzle_g:3;
unsigned swizzle_b:3;
unsigned swizzle_a:3;
- unsigned return_type:3; /**< TGSI_RETURN_TYPE_x */
} tex[PIPE_MAX_SAMPLERS];
/* Note: svga_compile_keys_equal() depends on the variable-size
* tex[] array being at the end of this structure.
* applied to any of the varyings.
*/
+ /** Is the color output just a constant value? (fragment shader only) */
+ boolean constant_color_output;
+
/** For FS-based polygon stipple */
unsigned pstipple_sampler_unit;
int generic_index);
void
-svga_init_shader_key_common(const struct svga_context *svga, unsigned shader,
+svga_init_shader_key_common(const struct svga_context *svga,
+ enum pipe_shader_type shader,
struct svga_compile_key *key);
struct svga_shader_variant *
* Convert from PIPE_SHADER_* to SVGA3D_SHADERTYPE_*
*/
static inline SVGA3dShaderType
-svga_shader_type(unsigned shader)
+svga_shader_type(enum pipe_shader_type shader)
{
switch (shader) {
case PIPE_SHADER_VERTEX: