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authorZack Rusin <[email protected]>2013-06-05 18:06:06 -0400
committerZack Rusin <[email protected]>2013-06-10 22:04:27 -0400
commitc1a50f5ed7beb2f6aecfbacdc3339c8cb0107257 (patch)
tree7ee54eaac10f68a5bbf6616342ce236b0615229b /src/gallium/auxiliary/draw/draw_gs.h
parent3dacb7d40b3a15be1133deaac55b993e8b7809dc (diff)
draw: make sure clipdistances work with geometry shaders
we were always fetching the info from the vertex shader, but if geometry shader is present it should be used as the source of that info. Signed-off-by: Zack Rusin <[email protected]> Reviewed-by: Jose Fonseca <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/draw/draw_gs.h')
-rw-r--r--src/gallium/auxiliary/draw/draw_gs.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/draw/draw_gs.h b/src/gallium/auxiliary/draw/draw_gs.h
index 2b0856924d9..543b32d4202 100644
--- a/src/gallium/auxiliary/draw/draw_gs.h
+++ b/src/gallium/auxiliary/draw/draw_gs.h
@@ -67,6 +67,7 @@ struct draw_geometry_shader {
struct tgsi_shader_info info;
unsigned position_output;
unsigned viewport_index_output;
+ unsigned clipdistance_output[2];
unsigned max_output_vertices;
unsigned primitive_boundary;