Just to be bit more readable.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
emit->output_map[idx] = dst_register( SVGA3DREG_TEMP,
emit->nr_hw_temp++ );
- emit->temp_col[idx] = emit->output_map[idx];
- emit->true_col[idx] = dst_register( SVGA3DREG_COLOROUT,
- semantic.Index );
+ emit->temp_color_output[idx] = emit->output_map[idx];
+ emit->true_color_output[idx] = dst_register(SVGA3DREG_COLOROUT,
+ semantic.Index);
}
else {
emit->output_map[idx] = dst_register( SVGA3DREG_COLOROUT,
/* shared output for depth and fog */
SVGA3dShaderDestToken vs_depth_fog;
- SVGA3dShaderDestToken temp_col[PIPE_MAX_COLOR_BUFS];
- SVGA3dShaderDestToken true_col[PIPE_MAX_COLOR_BUFS];
+ /* PS output colors */
+ SVGA3dShaderDestToken temp_color_output[PIPE_MAX_COLOR_BUFS];
+ SVGA3dShaderDestToken true_color_output[PIPE_MAX_COLOR_BUFS];
SVGA3dShaderDestToken temp_psiz;
SVGA3dShaderDestToken true_psiz;
}
for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
- if (SVGA3dShaderGetRegType(emit->true_col[i].value) != 0) {
+ if (SVGA3dShaderGetRegType(emit->true_color_output[i].value) != 0) {
/* Potentially override output colors with white for XOR
* logicop workaround.
*/
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
- emit->true_col[i],
+ emit->true_color_output[i],
one ))
return FALSE;
}
else {
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
- emit->true_col[i],
- src(emit->temp_col[i]) ))
+ emit->true_color_output[i],
+ src(emit->temp_color_output[i]) ))
return FALSE;
}
}