Make the number of fragment inputs configurable.
Change-Id: I2c618c03d00718951907e81fcd600155751aac89
Reviewed-on: https://swiftshader-review.googlesource.com/5385
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
diff --git a/src/Renderer/PixelProcessor.cpp b/src/Renderer/PixelProcessor.cpp
index 0c90cbc..d8f1be2 100644
--- a/src/Renderer/PixelProcessor.cpp
+++ b/src/Renderer/PixelProcessor.cpp
@@ -1072,7 +1072,7 @@
}
else
{
- for(int interpolant = 0; interpolant < 10; interpolant++)
+ for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
@@ -1082,8 +1082,8 @@
switch(context->pixelShader->semantic[interpolant][component].usage)
{
- case Shader::USAGE_TEXCOORD: flat = point && !sprite; break;
- case Shader::USAGE_COLOR: flat = flatShading; break;
+ case Shader::USAGE_TEXCOORD: flat = point && !sprite; break;
+ case Shader::USAGE_COLOR: flat = flatShading; break;
}
state.interpolant[interpolant].component |= 1 << component;
@@ -1099,7 +1099,7 @@
if(state.centroid)
{
- for(int interpolant = 0; interpolant < 10; interpolant++)
+ for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{