struct lp_fragment_shader;
+/** Indexes into jit_function[] array */
+#define RAST_WHOLE 0
+#define RAST_EDGE_TEST 1
+
+
struct lp_fragment_shader_variant_key
{
struct pipe_depth_state depth;
memcpy(&variant->key, key, sizeof *key);
- generate_fragment(lp, shader, variant, 0);
- generate_fragment(lp, shader, variant, 1);
+ generate_fragment(lp, shader, variant, RAST_WHOLE);
+ generate_fragment(lp, shader, variant, RAST_EDGE_TEST);
/* TODO: most of these can be relaxed, in particular the colormask */
variant->opaque =