vs_sse_prepare( struct draw_vertex_shader *base,
struct draw_context *draw )
{
+ struct draw_sse_vertex_shader *shader = (struct draw_sse_vertex_shader *)base;
+ struct tgsi_exec_machine *machine = shader->machine;
+
+ machine->Samplers = draw->vs.samplers;
}
vs_sse_run_linear( struct draw_vertex_shader *base,
const float (*input)[4],
float (*output)[4],
- const float (*constants)[4],
+ const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
unsigned count,
unsigned input_stride,
unsigned output_stride )
/* run compiled shader
*/
shader->func(machine,
- constants,
+ (const float (*)[4])constants[0],
shader->base.immediates,
input,
base->info.num_inputs,
vs->base.draw = draw;
if (1)
- vs->base.create_varient = draw_vs_varient_aos_sse;
+ vs->base.create_varient = draw_vs_create_varient_aos_sse;
else
- vs->base.create_varient = draw_vs_varient_generic;
+ vs->base.create_varient = draw_vs_create_varient_generic;
vs->base.prepare = vs_sse_prepare;
vs->base.run_linear = vs_sse_run_linear;
vs->base.delete = vs_sse_delete;