&svga->curr.rast->templ,
(void *) svga->curr.rast);
+ /* Tell the draw module how deep the Z/depth buffer is.
+ *
+ * If no depth buffer is bound, send the utility function the
+ * format for no bound depth (PIPE_FORMAT_NONE).
+ */
if (dirty & SVGA_NEW_FRAME_BUFFER)
- draw_set_mrd(svga->swtnl.draw,
- svga->curr.depthscale);
+ draw_set_zs_format(svga->swtnl.draw,
+ (svga->curr.framebuffer.zsbuf) ?
+ svga->curr.framebuffer.zsbuf->format : PIPE_FORMAT_NONE);
- return 0;
+ return PIPE_OK;
}
memset(vinfo, 0, sizeof(*vinfo));
memset(vdecl, 0, sizeof(vdecl));
+ draw_prepare_shader_outputs(draw);
/* always add position */
src = draw_find_shader_output(draw, TGSI_SEMANTIC_POSITION, 0);
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_LINEAR, src);
vdecl[i].array.stride = offset;
if (memcmp(svga_render->vdecl, vdecl, sizeof(vdecl)) == 0)
- return 0;
+ return PIPE_OK;
memcpy(svga_render->vdecl, vdecl, sizeof(vdecl));
svga->swtnl.new_vdecl = TRUE;
- return 0;
+ return PIPE_OK;
}