psContext->pPerspAttribs = work.pPerspAttribs;
psContext->frontFace = work.triFlags.frontFacing;
psContext->primID = work.triFlags.primID;
+ psContext->renderTargetArrayIndex = work.triFlags.renderTargetArrayIndex;
// save Ia/Ib/Ic and Ja/Jb/Jc if we need to reevaluate i/j/k in the shader because of pull attribs
psContext->I = work.I;
simdvector shaded[SWR_NUM_RENDERTARGETS];
// OUT: result color per rendertarget
- uint32_t frontFace; // IN: front- 1, back- 0
- uint32_t primID; // IN: primitive ID
- uint32_t sampleIndex; // IN: sampleIndex
-
- uint32_t rasterizerSampleCount; // IN: sample count used by the rasterizer
+ uint32_t frontFace; // IN: front- 1, back- 0
+ uint32_t primID; // IN: primitive ID
+ uint32_t sampleIndex; // IN: sampleIndex
+ uint32_t renderTargetArrayIndex; // IN: render target array index from GS
+ uint32_t rasterizerSampleCount; // IN: sample count used by the rasterizer
uint8_t* pColorBuffer[SWR_NUM_RENDERTARGETS]; // IN: Pointers to render target hottiles
};