* fragment shader input semantics and vertex_element/buffers.
*/
if (!ctx->vs) {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_GENERIC };
+ const enum tgsi_semantic semantic_names[] = {
+ TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_GENERIC
+ };
const uint semantic_indexes[] = { 0, 0 };
ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
semantic_names,
if (use_nir) {
st->clear.vs = make_nir_clear_vertex_shader(st, false);
} else {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_GENERIC };
+ const enum tgsi_semantic semantic_names[] = {
+ TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_GENERIC
+ };
const uint semantic_indexes[] = { 0, 0 };
st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
semantic_names,
MESA_SHADER_VERTEX, 3,
inputs, outputs, NULL, 0);
} else {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_COLOR,
- st->needs_texcoord_semantic ? TGSI_SEMANTIC_TEXCOORD :
- TGSI_SEMANTIC_GENERIC };
+ const enum tgsi_semantic semantic_names[] = {
+ TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_COLOR,
+ st->needs_texcoord_semantic ? TGSI_SEMANTIC_TEXCOORD :
+ TGSI_SEMANTIC_GENERIC
+ };
const uint semantic_indexes[] = { 0, 0, 0 };
st->passthrough_vs =
static void *
lookup_shader(struct st_context *st,
uint num_attribs,
- const uint *semantic_names,
+ const enum tgsi_semantic *semantic_names,
const uint *semantic_indexes)
{
struct pipe_context *pipe = st->pipe;
struct pipe_resource *vbuffer = NULL;
GLuint i, numTexCoords, numAttribs;
GLboolean emitColor;
- uint semantic_names[2 + MAX_TEXTURE_UNITS];
+ enum tgsi_semantic semantic_names[2 + MAX_TEXTURE_UNITS];
uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
unsigned offset;