- if (id != svga->state.hw_draw.shader_id[PIPE_SHADER_VERTEX]) {
- ret = SVGA3D_SetShader(svga->swc,
- SVGA3D_SHADERTYPE_VS,
+ if (result != svga->state.hw_draw.vs) {
+ ret = SVGA3D_SetShader(svga->swc,
+ SVGA3D_SHADERTYPE_VS,
key.element[0].input_format = vel->src_format;
key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
key.element[0].input_buffer = vel->vertex_buffer_index;
key.element[0].input_offset = vel->src_offset;
key.element[0].input_format = vel->src_format;
key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
key.element[0].input_buffer = vel->vertex_buffer_index;
key.element[0].input_offset = vel->src_offset;
PIPE_BUFFER_USAGE_CPU_READ);
translate->set_buffer(translate, vel->vertex_buffer_index,
mapped_buffer,
vbuffer->stride);
PIPE_BUFFER_USAGE_CPU_READ);
translate->set_buffer(translate, vel->vertex_buffer_index,
mapped_buffer,
vbuffer->stride);
- translate->run(translate, 0, 1,
+ translate->run(translate, 0, 1, 0,
svga->curr.zero_stride_constants);
pipe_buffer_unmap(svga->pipe.screen,
svga->curr.zero_stride_constants);
pipe_buffer_unmap(svga->pipe.screen,