void *blend = layer->blend ? layer->blend : i ? c->blend_add : c->blend_clear;
c->pipe->bind_blend_state(c->pipe, blend);
- c->pipe->set_viewport_state(c->pipe, &layer->viewport);
+ c->pipe->set_viewport_states(c->pipe, 0, 1, &layer->viewport);
c->pipe->bind_fs_state(c->pipe, layer->fs);
- c->pipe->bind_fragment_sampler_states(c->pipe, num_sampler_views, layer->samplers);
+ if (c->pipe->bind_sampler_states)
+ c->pipe->bind_sampler_states(c->pipe, PIPE_SHADER_FRAGMENT, 0,
+ num_sampler_views, layer->samplers);
+ else
+ c->pipe->bind_fragment_sampler_states(c->pipe, num_sampler_views,
+ layer->samplers);
c->pipe->set_fragment_sampler_views(c->pipe, num_sampler_views, samplers);
util_draw_arrays(c->pipe, PIPE_PRIM_QUADS, vb_index * 4, 4);
vb_index++;
dirty_area->x1 = dirty_area->y1 = MIN_DIRTY;
}
- c->pipe->set_scissor_state(c->pipe, &s->scissor);
+ c->pipe->set_scissor_states(c->pipe, 0, 1, &s->scissor);
c->pipe->set_framebuffer_state(c->pipe, &c->fb_state);
c->pipe->bind_vs_state(c->pipe, c->vs);
c->pipe->set_vertex_buffers(c->pipe, 0, 1, &c->vertex_buf);