{
const struct lp_fragment_shader *lpfs = llvmpipe->fs;
struct vertex_info *vinfo = &llvmpipe->vertex_info;
- const uint num = draw_num_vs_outputs(llvmpipe->draw);
+ const uint num = draw_num_shader_outputs(llvmpipe->draw);
uint i;
/* Tell setup to tell the draw module to simply emit the whole
/* Search for each input in current vs output:
*/
inputs[i].src_index =
- draw_find_vs_output(llvmpipe->draw,
- lpfs->info.input_semantic_name[i],
- lpfs->info.input_semantic_index[i]);
+ draw_find_shader_output(llvmpipe->draw,
+ lpfs->info.input_semantic_name[i],
+ lpfs->info.input_semantic_index[i]);
}
lp_setup_set_fs_inputs(llvmpipe->setup,
}
-#if 0
-static void
-update_culling(struct llvmpipe_context *lp)
-{
- struct lp_setup_context *setup = lp->setup;
-
- if (lp->reduced_api_prim == PIPE_PRIM_TRIANGLES &&
- lp->rasterizer->fill_cw == PIPE_POLYGON_MODE_FILL &&
- lp->rasterizer->fill_ccw == PIPE_POLYGON_MODE_FILL) {
- /* we'll do culling */
- setup->winding = lp->rasterizer->cull_mode;
- }
- else {
- /* 'draw' will do culling */
- setup->winding = PIPE_WINDING_NONE;
- }
-}
-#endif
-
-
/* Hopefully this will remain quite simple, otherwise need to pull in
* something like the state tracker mechanism.
*/