* outputs from the vertex shader.
* \sa draw_num_shader_outputs
*/
-int draw_current_shader_outputs(struct draw_context *draw)
+uint
+draw_current_shader_outputs(const struct draw_context *draw)
{
if (draw->gs.geometry_shader)
return draw->gs.num_gs_outputs;
* Return the index of the shader output which will contain the
* vertex position.
*/
-int draw_current_shader_position_output(struct draw_context *draw)
+uint
+draw_current_shader_position_output(const struct draw_context *draw)
{
if (draw->gs.geometry_shader)
return draw->gs.position_output;
/*******************************************************************************
* Common shading code:
*/
-int draw_current_shader_outputs(struct draw_context *draw);
-int draw_current_shader_position_output(struct draw_context *draw);
+uint draw_current_shader_outputs(const struct draw_context *draw);
+uint draw_current_shader_position_output(const struct draw_context *draw);
/*******************************************************************************
* Vertex processing (was passthrough) code: