/* Reserve requested CS space. */
if (!r300->rws->cs_check_space(r300->cs, cs_dwords)) {
- r300_flush(&r300->context, RADEON_FLUSH_ASYNC, NULL);
+ r300_flush(&r300->context, PIPE_FLUSH_ASYNC, NULL);
flushed = TRUE;
}
}
static void r300_render_set_primitive(struct vbuf_render* render,
- unsigned prim)
+ enum pipe_prim_type prim)
{
struct r300_render* r300render = r300_render(render);
* would be computed and stored twice, which makes the clear/copy codepaths
* somewhat inefficient. Instead we use a rectangular point sprite. */
void r300_blitter_draw_rectangle(struct blitter_context *blitter,
+ void *vertex_elements_cso,
+ blitter_get_vs_func get_vs,
int x1, int y1, int x2, int y2,
float depth, unsigned num_instances,
enum blitter_attrib_type type,
if ((!r300->screen->caps.has_tcl && type == UTIL_BLITTER_ATTRIB_NONE) ||
type == UTIL_BLITTER_ATTRIB_TEXCOORD_XYZW ||
num_instances > 1) {
- util_blitter_draw_rectangle(blitter, x1, y1, x2, y2, depth,
- num_instances, type, attrib);
+ util_blitter_draw_rectangle(blitter, vertex_elements_cso, get_vs,
+ x1, y1, x2, y2,
+ depth, num_instances, type, attrib);
return;
}
if (r300->skip_rendering)
return;
+ r300->context.bind_vertex_elements_state(&r300->context, vertex_elements_cso);
+ r300->context.bind_vs_state(&r300->context, get_vs(blitter));
+
if (type == UTIL_BLITTER_ATTRIB_TEXCOORD_XY)
r300->sprite_coord_enable = 1;