Reviewed-by: Charmaine Lee <charmainel@vmware.com>
uint texcoord_gen_slot[PIPE_MAX_SHADER_OUTPUTS];
/* TGSI_SEMANTIC to which sprite_coord_enable applies */
- unsigned sprite_coord_semantic;
+ enum tgsi_semantic sprite_coord_semantic;
int psize_slot;
};
*/
for (i = 0; i < fs->info.num_inputs; i++) {
int slot;
- const unsigned sn = fs->info.input_semantic_name[i];
+ const enum tgsi_semantic sn = fs->info.input_semantic_name[i];
const unsigned si = fs->info.input_semantic_index[i];
if (sn == wide->sprite_coord_semantic) {
*/
for (j = 0; j < max_vertices; j++) {
for (slot = 0; slot < shader->info.num_outputs; slot++) {
- unsigned name = shader->info.output_semantic_name[slot];
+ enum tgsi_semantic name = shader->info.output_semantic_name[slot];
if(clamp_vertex_color &&
(name == TGSI_SEMANTIC_COLOR || name == TGSI_SEMANTIC_BCOLOR))
{