num_samplers, PIPE_MAX_SAMPLERS);
}
- switch (shader) {
- case PIPE_SHADER_VERTEX:
- pipe->bind_vertex_sampler_states(pipe, num_samplers, samplers);
- break;
- case PIPE_SHADER_FRAGMENT:
- pipe->bind_fragment_sampler_states(pipe, num_samplers, samplers);
- break;
- case PIPE_SHADER_GEOMETRY:
- pipe->bind_geometry_sampler_states(pipe, num_samplers, samplers);
- break;
- default:
- assert(0);
- }
-}
-
-static void
-galahad_context_bind_vertex_sampler_states(struct pipe_context *_pipe,
- unsigned num_samplers,
- void **samplers)
-{
- galahad_context_bind_sampler_states(_pipe, PIPE_SHADER_VERTEX,
- 0, num_samplers, samplers);
+ pipe->bind_sampler_states(pipe, shader, start, num_samplers, samplers);
}
-static void
-galahad_context_bind_fragment_sampler_states(struct pipe_context *_pipe,
- unsigned num_samplers,
- void **samplers)
-{
- galahad_context_bind_sampler_states(_pipe, PIPE_SHADER_FRAGMENT,
- 0, num_samplers, samplers);
-}
-
-static void
-galahad_context_bind_geometry_sampler_states(struct pipe_context *_pipe,
- unsigned num_samplers,
- void **samplers)
-{
- galahad_context_bind_sampler_states(_pipe, PIPE_SHADER_GEOMETRY,
- 0, num_samplers, samplers);
-}
-
-
static void
galahad_context_delete_sampler_state(struct pipe_context *_pipe,
void *sampler)
{
struct galahad_context *glhd_pipe = galahad_context(_pipe);
struct pipe_context *pipe = glhd_pipe->pipe;
- struct pipe_sampler_view *unwrapped_views[PIPE_MAX_SAMPLERS];
- struct pipe_sampler_view **views = NULL;
+ struct pipe_sampler_view *unwrapped_views[PIPE_MAX_SHADER_SAMPLER_VIEWS];
unsigned i;
- if (_views) {
- for (i = 0; i < num; i++)
- unwrapped_views[i] = galahad_sampler_view_unwrap(_views[i]);
- for (; i < PIPE_MAX_SAMPLERS; i++)
- unwrapped_views[i] = NULL;
+ for (i = 0; i < num; i++)
+ unwrapped_views[i] = galahad_sampler_view_unwrap(_views[i]);
- views = unwrapped_views;
- }
-
- switch (shader) {
- case PIPE_SHADER_VERTEX:
- pipe->set_vertex_sampler_views(pipe, num, views);
- break;
- case PIPE_SHADER_FRAGMENT:
- pipe->set_fragment_sampler_views(pipe, num, views);
- break;
- case PIPE_SHADER_GEOMETRY:
- pipe->set_geometry_sampler_views(pipe, num, views);
- break;
- default:
- assert(0);
- }
-}
-
-static void
-galahad_context_set_vertex_sampler_views(struct pipe_context *_pipe,
- unsigned num,
- struct pipe_sampler_view **_views)
-{
- galahad_context_set_sampler_views(_pipe, PIPE_SHADER_VERTEX,
- 0, num, _views);
-}
-
-static void
-galahad_context_set_fragment_sampler_views(struct pipe_context *_pipe,
- unsigned num,
- struct pipe_sampler_view **_views)
-{
- galahad_context_set_sampler_views(_pipe, PIPE_SHADER_FRAGMENT,
- 0, num, _views);
-}
-
-static void
-galahad_context_set_geometry_sampler_views(struct pipe_context *_pipe,
- unsigned num,
- struct pipe_sampler_view **_views)
-{
- galahad_context_set_sampler_views(_pipe, PIPE_SHADER_GEOMETRY,
- 0, num, _views);
+ pipe->set_sampler_views(pipe, shader, start, num, unwrapped_views);
}
static void
galahad_context_set_stream_output_targets(struct pipe_context *_pipe,
unsigned num_targets,
struct pipe_stream_output_target **tgs,
- unsigned append_bitmask)
+ const unsigned *offsets)
{
struct galahad_context *glhd_pipe = galahad_context(_pipe);
struct pipe_context *pipe = glhd_pipe->pipe;
- pipe->set_stream_output_targets(pipe, num_targets, tgs, append_bitmask);
+ pipe->set_stream_output_targets(pipe, num_targets, tgs, offsets);
}
static void
GLHD_PIPE_INIT(bind_blend_state);
GLHD_PIPE_INIT(delete_blend_state);
GLHD_PIPE_INIT(create_sampler_state);
- GLHD_PIPE_INIT(bind_fragment_sampler_states);
- GLHD_PIPE_INIT(bind_vertex_sampler_states);
- GLHD_PIPE_INIT(bind_geometry_sampler_states);
- //GLHD_PIPE_INIT(bind_compute_sampler_states);
+ GLHD_PIPE_INIT(bind_sampler_states);
GLHD_PIPE_INIT(delete_sampler_state);
GLHD_PIPE_INIT(create_rasterizer_state);
GLHD_PIPE_INIT(bind_rasterizer_state);
GLHD_PIPE_INIT(set_polygon_stipple);
GLHD_PIPE_INIT(set_scissor_states);
GLHD_PIPE_INIT(set_viewport_states);
- GLHD_PIPE_INIT(set_fragment_sampler_views);
- GLHD_PIPE_INIT(set_vertex_sampler_views);
- GLHD_PIPE_INIT(set_geometry_sampler_views);
- //GLHD_PIPE_INIT(set_compute_sampler_views);
+ GLHD_PIPE_INIT(set_sampler_views);
//GLHD_PIPE_INIT(set_shader_resources);
GLHD_PIPE_INIT(set_vertex_buffers);
GLHD_PIPE_INIT(set_index_buffer);