unsigned reg = so->output[i].register_index;
struct si_shader_output_values out;
- out.semantic_name = info->output_semantic_name[reg];
- out.semantic_index = info->output_semantic_index[reg];
+ out.semantic = info->output_semantic[reg];
for (unsigned comp = 0; comp < 4; comp++) {
tmp = ac_build_gep0(&ctx->ac, vertexptr, LLVMConstInt(ctx->ac.i32, 4 * reg + comp, false));
LLVMValueRef position[4] = {};
for (unsigned i = 0; i < info->num_outputs; i++) {
- switch (info->output_semantic_name[i]) {
- case TGSI_SEMANTIC_POSITION:
+ switch (info->output_semantic[i]) {
+ case VARYING_SLOT_POS:
for (unsigned j = 0; j < 4; j++) {
position[j] = LLVMBuildLoad(ctx->ac.builder, addrs[4 * i + j], "");
}
vertex_ptr = ngg_nogs_vertex_ptr(ctx, get_thread_id_in_tg(ctx));
for (unsigned i = 0; i < info->num_outputs; i++) {
- outputs[i].semantic_name = info->output_semantic_name[i];
- outputs[i].semantic_index = info->output_semantic_index[i];
+ outputs[i].semantic = info->output_semantic[i];
for (unsigned j = 0; j < 4; j++) {
outputs[i].vertex_stream[j] = (info->output_streams[i] >> (2 * j)) & 3;
}
/* Store the edgeflag at the end (if streamout is enabled) */
- if (info->output_semantic_name[i] == TGSI_SEMANTIC_EDGEFLAG && sel->info.writes_edgeflag) {
+ if (info->output_semantic[i] == VARYING_SLOT_EDGE && sel->info.writes_edgeflag) {
LLVMValueRef edgeflag = LLVMBuildLoad(builder, addrs[4 * i], "");
/* The output is a float, but the hw expects a 1-bit integer. */
edgeflag = LLVMBuildFPToUI(ctx->ac.builder, edgeflag, ctx->ac.i32, "");
* use the position from the current shader part. Instead,
* load it from LDS.
*/
- if (info->output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
+ if (info->output_semantic[i] == VARYING_SLOT_POS &&
ctx->shader->key.opt.ngg_culling) {
vertex_ptr = ngg_nogs_vertex_ptr(ctx, ac_get_arg(&ctx->ac, ctx->ngg_old_thread_id));
}
if (ctx->shader->key.mono.u.vs_export_prim_id) {
- outputs[i].semantic_name = TGSI_SEMANTIC_PRIMID;
- outputs[i].semantic_index = 0;
+ outputs[i].semantic = VARYING_SLOT_PRIMITIVE_ID;
if (ctx->stage == MESA_SHADER_VERTEX) {
/* Wait for GS stores to finish. */
unsigned out_idx = 0;
for (unsigned i = 0; i < info->num_outputs; i++) {
- outputs[i].semantic_name = info->output_semantic_name[i];
- outputs[i].semantic_index = info->output_semantic_index[i];
+ outputs[i].semantic = info->output_semantic[i];
for (unsigned j = 0; j < 4; j++, out_idx++) {
tmp = ngg_gs_get_emit_output_ptr(ctx, vertexptr, out_idx);