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authorJosé Fonseca <jfonseca@vmware.com>2010-06-01 21:27:18 +0100
committerJosé Fonseca <jfonseca@vmware.com>2010-06-01 21:30:57 +0100
commit6ce68ad3ca242076bbb93fdd99bb448f87a31d15 (patch)
treec16f9df9eb36510f378feef5002c383bc17e9a55 /src/gallium/drivers/llvmpipe/lp_context.h
parentc7c64d97836c71eaf2ee3fc6d384877170b8c844 (diff)
llvmpipe: Use struct lp_shader_input in the interpolator.
Eliminates all this identical yet slightly different code to decide how shader inputs should be interpolated. As bonus, don't interpolate the position twice when it is listed in the TGSI shader inputs.
Diffstat (limited to 'src/gallium/drivers/llvmpipe/lp_context.h')
-rw-r--r--src/gallium/drivers/llvmpipe/lp_context.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_context.h b/src/gallium/drivers/llvmpipe/lp_context.h
index de7fe7a179..689265fa30 100644
--- a/src/gallium/drivers/llvmpipe/lp_context.h
+++ b/src/gallium/drivers/llvmpipe/lp_context.h
@@ -37,6 +37,7 @@
#include "lp_tex_sample.h"
#include "lp_jit.h"
+#include "lp_setup.h"
struct llvmpipe_vbuf_render;
@@ -90,6 +91,10 @@ struct llvmpipe_context {
/** Vertex format */
struct vertex_info vertex_info;
+ /** Fragment shader input interpolation info */
+ unsigned num_inputs;
+ struct lp_shader_input inputs[PIPE_MAX_SHADER_INPUTS];
+
/** The tiling engine */
struct lp_setup_context *setup;