outputsWritten &= ~(1 << FRAG_RESULT_DEPTH);
}
+ if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_STENCIL)) {
+ fs_output_semantic_name[fs_num_outputs] = TGSI_SEMANTIC_STENCIL;
+ fs_output_semantic_index[fs_num_outputs] = 0;
+ outputMapping[FRAG_RESULT_STENCIL] = fs_num_outputs;
+ fs_num_outputs++;
+ outputsWritten &= ~(1 << FRAG_RESULT_STENCIL);
+ }
+
/* handle remaning outputs (color) */
for (attr = 0; attr < FRAG_RESULT_MAX; attr++) {
if (outputsWritten & BITFIELD64_BIT(attr)) {
switch (attr) {
case FRAG_RESULT_DEPTH:
+ case FRAG_RESULT_STENCIL:
/* handled above */
assert(0);
break;
* Debug- print current shader text
*/
void
-st_print_shaders(GLcontext *ctx)
+st_print_shaders(struct gl_context *ctx)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (shProg) {