/** map FP input back to VP output */
GLuint input_map[PIPE_MAX_SHADER_INPUTS];
+ ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS];
+ ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS];
+
struct pipe_shader_state state;
void *driver_shader;
extern void
st_translate_vertex_program(struct st_context *st,
struct st_vertex_program *vp,
- const GLuint vert_output_to_slot[]);
+ const GLuint vert_output_to_slot[],
+ const ubyte *fs_input_semantic_name,
+ const ubyte *fs_input_semantic_index);
+
+
+extern void
+st_print_shaders(GLcontext *ctx);
+
#endif