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swr/rast: add renderTargetArrayIndex to SWR_PS_CONTEXT
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
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2 changed files with 6 additions and 5 deletions
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@ -499,6 +499,7 @@ void SetupPixelShaderContext(SWR_PS_CONTEXT *psContext, const SWR_MULTISAMPLE_PO
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psContext->pPerspAttribs = work.pPerspAttribs;
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psContext->frontFace = work.triFlags.frontFacing;
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psContext->primID = work.triFlags.primID;
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psContext->renderTargetArrayIndex = work.triFlags.renderTargetArrayIndex;
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// save Ia/Ib/Ic and Ja/Jb/Jc if we need to reevaluate i/j/k in the shader because of pull attribs
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psContext->I = work.I;
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@ -342,11 +342,11 @@ struct SWR_PS_CONTEXT
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simdvector shaded[SWR_NUM_RENDERTARGETS];
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// OUT: result color per rendertarget
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uint32_t frontFace; // IN: front- 1, back- 0
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uint32_t primID; // IN: primitive ID
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uint32_t sampleIndex; // IN: sampleIndex
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uint32_t rasterizerSampleCount; // IN: sample count used by the rasterizer
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uint32_t frontFace; // IN: front- 1, back- 0
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uint32_t primID; // IN: primitive ID
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uint32_t sampleIndex; // IN: sampleIndex
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uint32_t renderTargetArrayIndex; // IN: render target array index from GS
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uint32_t rasterizerSampleCount; // IN: sample count used by the rasterizer
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uint8_t* pColorBuffer[SWR_NUM_RENDERTARGETS]; // IN: Pointers to render target hottiles
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};
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