/* create pass-through vertex shader now */
const uint 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->bitmap.vs = util_make_vertex_passthrough_shader(st->pipe, 3,
make_passthrough_vertex_shader(struct st_context *st,
GLboolean passColor)
{
+ const unsigned texcoord_semantic = st->needs_texcoord_semantic ?
+ TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
+
if (!st->drawpix.vert_shaders[passColor]) {
struct ureg_program *ureg = ureg_create( TGSI_PROCESSOR_VERTEX );
/* MOV result.texcoord0, vertex.attr[1]; */
ureg_MOV(ureg,
- ureg_DECL_output( ureg, TGSI_SEMANTIC_GENERIC, 0 ),
+ ureg_DECL_output( ureg, texcoord_semantic, 0 ),
ureg_DECL_vs_input( ureg, 1 ));
if (passColor) {
SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f); /* upper right */
SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f); /* upper left */
- semantic_names[attr] = TGSI_SEMANTIC_GENERIC;
+ semantic_names[attr] = st->needs_texcoord_semantic ?
+ TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
+ /* XXX: should this use semantic index i instead of 0 ? */
semantic_indexes[attr] = 0;
attr++;