#endif
/* always emit vertex pos */
- draw_emit_vertex_attr(vinfo, FORMAT_4F, INTERP_LINEAR, src++);
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_LINEAR, src++);
#if 1
- front0 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp, src++);
+ front0 = draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src++);
#endif
#if 0
case TGSI_SEMANTIC_COLOR:
if (vs->output_semantic_index[i] == 0) {
- front0 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp, src++);
+ front0 = draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src++);
}
else {
assert(vs->output_semantic_index[i] == 1);
- front1 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp, src++);
+ front1 = draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src++);
}
break;
break;
case TGSI_SEMANTIC_FOG:
- draw_emit_vertex_attr(vinfo, FORMAT_1F, INTERP_PERSPECTIVE, src++);
+ draw_emit_vertex_attr(vinfo, EMIT_1F, INTERP_PERSPECTIVE, src++);
break;
case TGSI_SEMANTIC_PSIZE:
case TGSI_SEMANTIC_GENERIC:
/* this includes texcoords and varying vars */
- draw_emit_vertex_attr(vinfo, FORMAT_4F, INTERP_PERSPECTIVE, src++);
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, src++);
break;
default:
* up 1:1 with the fragment shader inputs.
*/
if (emitBack0) {
- back0 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp, src++);
+ back0 = draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src++);
}
if (emitBack1) {
- back1 = draw_emit_vertex_attr(vinfo, FORMAT_4F, colorInterp, src++);
+ back1 = draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src++);
}
if (emitPsize) {
cell->psize_slot
- = draw_emit_vertex_attr(vinfo, FORMAT_1F, INTERP_CONSTANT, src++);
+ = draw_emit_vertex_attr(vinfo, EMIT_1F, INTERP_CONSTANT, src++);
}
/* If the attributes have changed, tell the draw module about