Rename color output semantic.

Change-Id: Iaa6cf9367f291a4bc3bde899484ca323ff54a0d4
Reviewed-on: https://swiftshader-review.googlesource.com/5381
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Renderer/Context.cpp b/src/Renderer/Context.cpp
index 1edecd8..bc7f37f 100644
--- a/src/Renderer/Context.cpp
+++ b/src/Renderer/Context.cpp
@@ -1260,7 +1260,7 @@
 
 		if(vertexShader)
 		{
-			vertexDiffuse = vertexShader->output[D0][component].active();
+			vertexDiffuse = vertexShader->output[C0][component].active();
 		}
 		else if(!preTransformed)
 		{
@@ -1327,7 +1327,7 @@
 		}
 		else
 		{
-			vertexSpecular = vertexShader->output[D1][component].active();
+			vertexSpecular = vertexShader->output[C1][component].active();
 		}
 
 		// Pixel processor requires specular component
diff --git a/src/Renderer/SetupProcessor.cpp b/src/Renderer/SetupProcessor.cpp
index 1bedf79..08e52c9 100644
--- a/src/Renderer/SetupProcessor.cpp
+++ b/src/Renderer/SetupProcessor.cpp
@@ -173,7 +173,7 @@
 						state.gradient[interpolant][component].flat = point && !sprite;
 						break;
 					case Shader::USAGE_COLOR:
-						state.gradient[interpolant][component].attribute = D0 + index;
+						state.gradient[interpolant][component].attribute = C0 + index;
 						state.gradient[interpolant][component].flat = flatShading;
 						break;
 					default:
@@ -203,7 +203,7 @@
 				{
 					if(context->colorActive(color, component))
 					{
-						state.color[color][component].attribute = D0 + color;
+						state.color[color][component].attribute = C0 + color;
 						state.color[color][component].flat = flatShading;
 					}
 				}
diff --git a/src/Renderer/Vertex.hpp b/src/Renderer/Vertex.hpp
index 01a7273..bc38da6 100644
--- a/src/Renderer/Vertex.hpp
+++ b/src/Renderer/Vertex.hpp
@@ -24,8 +24,8 @@
 	enum Out   // Default vertex output semantic
 	{
 		Pos = 0,
-		D0 = 1,   // Diffuse
-		D1 = 2,   // Specular
+		C0 = 1,   // Diffuse
+		C1 = 2,   // Specular
 		T0 = 3,
 		T1 = 4,
 		T2 = 5,
diff --git a/src/Renderer/VertexProcessor.cpp b/src/Renderer/VertexProcessor.cpp
index 0b76520..fa13b2b 100644
--- a/src/Renderer/VertexProcessor.cpp
+++ b/src/Renderer/VertexProcessor.cpp
@@ -956,12 +956,12 @@
 
 			if(context->diffuseActive() && (context->lightingEnable || context->input[Color0]))
 			{
-				state.output[D0].write = 0xF;
+				state.output[C0].write = 0xF;
 			}
 
 			if(context->specularActive())
 			{
-				state.output[D1].write = 0xF;
+				state.output[C1].write = 0xF;
 			}
 
 			for(int stage = 0; stage < 8; stage++)
@@ -990,7 +990,7 @@
 			{
 				if(context->input[Color0 + i])
 				{
-					state.output[D0 + i].write = 0xF;
+					state.output[C0 + i].write = 0xF;
 				}
 			}
 
@@ -1010,8 +1010,8 @@
 
 		if(context->vertexShaderVersion() < 0x0300)
 		{
-			state.output[D0].clamp = 0xF;
-			state.output[D1].clamp = 0xF;
+			state.output[C0].clamp = 0xF;
+			state.output[C1].clamp = 0xF;
 			state.output[Fog].xClamp = true;
 		}
 
diff --git a/src/Shader/VertexPipeline.cpp b/src/Shader/VertexPipeline.cpp
index a214d90..8db3ca0 100644
--- a/src/Shader/VertexPipeline.cpp
+++ b/src/Shader/VertexPipeline.cpp
@@ -196,17 +196,17 @@
 			{
 				Vector4f diffuse = v[Color0];
 
-				o[D0].x = diffuse.x;
-				o[D0].y = diffuse.y;
-				o[D0].z = diffuse.z;
-				o[D0].w = diffuse.w;
+				o[C0].x = diffuse.x;
+				o[C0].y = diffuse.y;
+				o[C0].z = diffuse.z;
+				o[C0].w = diffuse.w;
 			}
 			else
 			{
-				o[D0].x = Float4(1.0f);
-				o[D0].y = Float4(1.0f);
-				o[D0].z = Float4(1.0f);
-				o[D0].w = Float4(1.0f);
+				o[C0].x = Float4(1.0f);
+				o[C0].y = Float4(1.0f);
+				o[C0].z = Float4(1.0f);
+				o[C0].w = Float4(1.0f);
 			}
 
 			// FIXME: Don't process if not used at all
@@ -214,30 +214,30 @@
 			{
 				Vector4f specular = v[Color1];
 
-				o[D1].x = specular.x;
-				o[D1].y = specular.y;
-				o[D1].z = specular.z;
-				o[D1].w = specular.w;
+				o[C1].x = specular.x;
+				o[C1].y = specular.y;
+				o[C1].z = specular.z;
+				o[C1].w = specular.w;
 			}
 			else
 			{
-				o[D1].x = Float4(0.0f);
-				o[D1].y = Float4(0.0f);
-				o[D1].z = Float4(0.0f);
-				o[D1].w = Float4(1.0f);
+				o[C1].x = Float4(0.0f);
+				o[C1].y = Float4(0.0f);
+				o[C1].z = Float4(0.0f);
+				o[C1].w = Float4(1.0f);
 			}
 		}
 		else
 		{
-			o[D0].x = Float4(0.0f);
-			o[D0].y = Float4(0.0f);
-			o[D0].z = Float4(0.0f);
-			o[D0].w = Float4(0.0f);
+			o[C0].x = Float4(0.0f);
+			o[C0].y = Float4(0.0f);
+			o[C0].z = Float4(0.0f);
+			o[C0].w = Float4(0.0f);
 
-			o[D1].x = Float4(0.0f);
-			o[D1].y = Float4(0.0f);
-			o[D1].z = Float4(0.0f);
-			o[D1].w = Float4(0.0f);
+			o[C1].x = Float4(0.0f);
+			o[C1].y = Float4(0.0f);
+			o[C1].z = Float4(0.0f);
+			o[C1].w = Float4(0.0f);
 
 			Vector4f ambient;
 			Float4 globalAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.globalAmbient));   // FIXME: Unpack
@@ -321,9 +321,9 @@
 
 					Float4 lightDiffuse = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightDiffuse[i]));
 
-					o[D0].x = o[D0].x + diff.x * dot * lightDiffuse.x;   // FIXME: Clamp first?
-					o[D0].y = o[D0].y + diff.y * dot * lightDiffuse.y;   // FIXME: Clamp first?
-					o[D0].z = o[D0].z + diff.z * dot * lightDiffuse.z;   // FIXME: Clamp first?
+					o[C0].x = o[C0].x + diff.x * dot * lightDiffuse.x;   // FIXME: Clamp first?
+					o[C0].y = o[C0].y + diff.y * dot * lightDiffuse.y;   // FIXME: Clamp first?
+					o[C0].z = o[C0].z + diff.z * dot * lightDiffuse.z;   // FIXME: Clamp first?
 				}
 
 				// Specular
@@ -386,15 +386,15 @@
 
 					if(secondaryColor)
 					{
-						o[D1].x = o[D1].x + spec.x;
-						o[D1].y = o[D1].y + spec.y;
-						o[D1].z = o[D1].z + spec.z;
+						o[C1].x = o[C1].x + spec.x;
+						o[C1].y = o[C1].y + spec.y;
+						o[C1].z = o[C1].z + spec.z;
 					}
 					else
 					{
-						o[D0].x = o[D0].x + spec.x;
-						o[D0].y = o[D0].y + spec.y;
-						o[D0].z = o[D0].z + spec.z;
+						o[C0].x = o[C0].x + spec.x;
+						o[C0].y = o[C0].y + spec.y;
+						o[C0].z = o[C0].z + spec.z;
 					}
 				}
 			}
@@ -425,51 +425,51 @@
 			}
 			else ASSERT(false);
 
-			o[D0].x = o[D0].x + ambient.x;
-			o[D0].y = o[D0].y + ambient.y;
-			o[D0].z = o[D0].z + ambient.z;
+			o[C0].x = o[C0].x + ambient.x;
+			o[C0].y = o[C0].y + ambient.y;
+			o[C0].z = o[C0].z + ambient.z;
 
 			// Emissive
 			if(state.vertexEmissiveMaterialSourceActive == MATERIAL_MATERIAL)
 			{
 				Float4 materialEmission = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialEmission));   // FIXME: Unpack
 
-				o[D0].x = o[D0].x + materialEmission.x;
-				o[D0].y = o[D0].y + materialEmission.y;
-				o[D0].z = o[D0].z + materialEmission.z;
+				o[C0].x = o[C0].x + materialEmission.x;
+				o[C0].y = o[C0].y + materialEmission.y;
+				o[C0].z = o[C0].z + materialEmission.z;
 			}
 			else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR1)
 			{
 				Vector4f materialSpecular = v[Color0];
 
-				o[D0].x = o[D0].x + materialSpecular.x;
-				o[D0].y = o[D0].y + materialSpecular.y;
-				o[D0].z = o[D0].z + materialSpecular.z;
+				o[C0].x = o[C0].x + materialSpecular.x;
+				o[C0].y = o[C0].y + materialSpecular.y;
+				o[C0].z = o[C0].z + materialSpecular.z;
 			}
 			else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR2)
 			{
 				Vector4f materialSpecular = v[Color1];
 
-				o[D0].x = o[D0].x + materialSpecular.x;
-				o[D0].y = o[D0].y + materialSpecular.y;
-				o[D0].z = o[D0].z + materialSpecular.z;
+				o[C0].x = o[C0].x + materialSpecular.x;
+				o[C0].y = o[C0].y + materialSpecular.y;
+				o[C0].z = o[C0].z + materialSpecular.z;
 			}
 			else ASSERT(false);
 
 			// Diffuse alpha component
 			if(state.vertexDiffuseMaterialSourceActive == MATERIAL_MATERIAL)
 			{
-				o[D0].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialDiffuse[0]))).wwww;   // FIXME: Unpack
+				o[C0].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialDiffuse[0]))).wwww;   // FIXME: Unpack
 			}
 			else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR1)
 			{
 				Vector4f alpha = v[Color0];
-				o[D0].w = alpha.w;
+				o[C0].w = alpha.w;
 			}
 			else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR2)
 			{
 				Vector4f alpha = v[Color1];
-				o[D0].w = alpha.w;
+				o[C0].w = alpha.w;
 			}
 			else ASSERT(false);
 
@@ -478,17 +478,17 @@
 				// Specular alpha component
 				if(state.vertexSpecularMaterialSourceActive == MATERIAL_MATERIAL)
 				{
-					o[D1].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialSpecular[3]))).wwww;   // FIXME: Unpack
+					o[C1].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialSpecular[3]))).wwww;   // FIXME: Unpack
 				}
 				else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR1)
 				{
 					Vector4f alpha = v[Color0];
-					o[D1].w = alpha.w;
+					o[C1].w = alpha.w;
 				}
 				else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR2)
 				{
 					Vector4f alpha = v[Color1];
-					o[D1].w = alpha.w;
+					o[C1].w = alpha.w;
 				}
 				else ASSERT(false);
 			}
@@ -512,7 +512,7 @@
 			case FOG_NONE:
 				if(state.specularActive)
 				{
-					o[Fog].x = o[D1].w;
+					o[Fog].x = o[C1].w;
 				}
 				else
 				{
diff --git a/src/Shader/VertexProgram.cpp b/src/Shader/VertexProgram.cpp
index d59a33b..26608f4 100644
--- a/src/Shader/VertexProgram.cpp
+++ b/src/Shader/VertexProgram.cpp
@@ -410,10 +410,10 @@
 						}
 						break;
 					case Shader::PARAMETER_ATTROUT:
-						if(dst.x) pDst.x = o[D0 + dst.index].x;
-						if(dst.y) pDst.y = o[D0 + dst.index].y;
-						if(dst.z) pDst.z = o[D0 + dst.index].z;
-						if(dst.w) pDst.w = o[D0 + dst.index].w;
+						if(dst.x) pDst.x = o[C0 + dst.index].x;
+						if(dst.y) pDst.y = o[C0 + dst.index].y;
+						if(dst.z) pDst.z = o[C0 + dst.index].z;
+						if(dst.w) pDst.w = o[C0 + dst.index].w;
 						break;
 					case Shader::PARAMETER_TEXCRDOUT:
 				//	case Shader::PARAMETER_OUTPUT:
@@ -541,10 +541,10 @@
 					}
 					break;
 				case Shader::PARAMETER_ATTROUT:
-					if(dst.x) o[D0 + dst.index].x = d.x;
-					if(dst.y) o[D0 + dst.index].y = d.y;
-					if(dst.z) o[D0 + dst.index].z = d.z;
-					if(dst.w) o[D0 + dst.index].w = d.w;
+					if(dst.x) o[C0 + dst.index].x = d.x;
+					if(dst.y) o[C0 + dst.index].y = d.y;
+					if(dst.z) o[C0 + dst.index].z = d.z;
+					if(dst.w) o[C0 + dst.index].w = d.w;
 					break;
 				case Shader::PARAMETER_TEXCRDOUT:
 			//	case Shader::PARAMETER_OUTPUT:
@@ -640,10 +640,10 @@
 
 			for(int i = 0; i < 2; i++)
 			{
-				o[D0 + i].x = v[Color0 + i].x;
-				o[D0 + i].y = v[Color0 + i].y;
-				o[D0 + i].z = v[Color0 + i].z;
-				o[D0 + i].w = v[Color0 + i].w;
+				o[C0 + i].x = v[Color0 + i].x;
+				o[C0 + i].y = v[Color0 + i].y;
+				o[C0 + i].z = v[Color0 + i].z;
+				o[C0 + i].w = v[Color0 + i].w;
 			}
 
 			for(int i = 0; i < 8; i++)
diff --git a/src/Shader/VertexShader.cpp b/src/Shader/VertexShader.cpp
index 1de8c93..cfbda0c 100644
--- a/src/Shader/VertexShader.cpp
+++ b/src/Shader/VertexShader.cpp
@@ -209,17 +209,17 @@
 				case Shader::PARAMETER_ATTROUT:
 					if(dst.index == 0)
 					{
-						if(dst.x) output[D0][0] = Semantic(Shader::USAGE_COLOR, 0);
-						if(dst.y) output[D0][1] = Semantic(Shader::USAGE_COLOR, 0);
-						if(dst.z) output[D0][2] = Semantic(Shader::USAGE_COLOR, 0);
-						if(dst.w) output[D0][3] = Semantic(Shader::USAGE_COLOR, 0);
+						if(dst.x) output[C0][0] = Semantic(Shader::USAGE_COLOR, 0);
+						if(dst.y) output[C0][1] = Semantic(Shader::USAGE_COLOR, 0);
+						if(dst.z) output[C0][2] = Semantic(Shader::USAGE_COLOR, 0);
+						if(dst.w) output[C0][3] = Semantic(Shader::USAGE_COLOR, 0);
 					}
 					else if(dst.index == 1)
 					{
-						if(dst.x) output[D1][0] = Semantic(Shader::USAGE_COLOR, 1);
-						if(dst.y) output[D1][1] = Semantic(Shader::USAGE_COLOR, 1);
-						if(dst.z) output[D1][2] = Semantic(Shader::USAGE_COLOR, 1);
-						if(dst.w) output[D1][3] = Semantic(Shader::USAGE_COLOR, 1);
+						if(dst.x) output[C1][0] = Semantic(Shader::USAGE_COLOR, 1);
+						if(dst.y) output[C1][1] = Semantic(Shader::USAGE_COLOR, 1);
+						if(dst.z) output[C1][2] = Semantic(Shader::USAGE_COLOR, 1);
+						if(dst.w) output[C1][3] = Semantic(Shader::USAGE_COLOR, 1);
 					}
 					else ASSERT(false);
 					break;