* two outputs for one input, so we tuck the information in a
* specific array. Second if they don't have qualifiers, the
* default value has to be picked from the global shade mode.
+ *
+ * Of course, if we don't have a fragment shader in the first
+ * place, defaults should be used.
*/
/* First pick up the interpolation mode for
indexed_interp[0] = indexed_interp[1] = stage->draw->rasterizer->flatshade ?
TGSI_INTERPOLATE_CONSTANT : TGSI_INTERPOLATE_PERSPECTIVE;
- for (i = 0; i < fs->info.num_inputs; i++) {
- if (fs->info.input_semantic_name[i] == TGSI_SEMANTIC_COLOR) {
- if (fs->info.input_interpolate[i] != TGSI_INTERPOLATE_COLOR)
- indexed_interp[fs->info.input_semantic_index[i]] = fs->info.input_interpolate[i];
+ if (fs) {
+ for (i = 0; i < fs->info.num_inputs; i++) {
+ if (fs->info.input_semantic_name[i] == TGSI_SEMANTIC_COLOR) {
+ if (fs->info.input_interpolate[i] != TGSI_INTERPOLATE_COLOR)
+ indexed_interp[fs->info.input_semantic_index[i]] = fs->info.input_interpolate[i];
+ }
}
}
*/
uint j;
interp = TGSI_INTERPOLATE_PERSPECTIVE;
- for (j = 0; j < fs->info.num_inputs; j++) {
- if (vs->info.output_semantic_name[i] == fs->info.input_semantic_name[j] &&
- vs->info.output_semantic_index[i] == fs->info.input_semantic_index[j]) {
- interp = fs->info.input_interpolate[j];
- break;
- }
+ if (fs) {
+ for (j = 0; j < fs->info.num_inputs; j++) {
+ if (vs->info.output_semantic_name[i] == fs->info.input_semantic_name[j] &&
+ vs->info.output_semantic_index[i] == fs->info.input_semantic_index[j]) {
+ interp = fs->info.input_interpolate[j];
+ break;
+ }
+ }
}
}