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Until now this made sense because we always paired vertex shaders with fragment shaders, but as soon as we implement geometry and tessellation shaders that will no longer be the case, so rename this to (num_)used_outputs. v2: Use 'used_outputs' instead of ns_outputs, which is more explicit (Eric). Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Eric Anholt <eric@anholt.net> |
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| v3d_cpu_tiling.h | ||
| v3d_debug.c | ||
| v3d_debug.h | ||
| v3d_device_info.c | ||
| v3d_device_info.h | ||
| v3d_limits.h | ||
| v3d_macros.h | ||