fs->state = *shader;
fs->state.tokens = tgsi_dup_tokens(shader->tokens);
- tgsi_scan_shader(shader->tokens, &fs->info);
- r300_shader_read_fs_inputs(&fs->info, &fs->inputs);
-
return (void*)fs;
}
}
r300->viewport_state.dirty = TRUE;
- if (r300->fs && r300->fs->inputs.wpos != ATTR_UNUSED) {
+ if (r300->fs && r300->fs->shader->inputs.wpos != ATTR_UNUSED) {
r300->dirty_state |= R300_NEW_FRAGMENT_SHADER_CONSTANTS;
}
}
struct r300_context* r300 = r300_context(pipe);
struct r300_vertex_shader* vs = CALLOC_STRUCT(r300_vertex_shader);
- r300_vertex_shader_common_init(vs, shader);
+
+ /* Copy state directly into shader. */
+ vs->state = *shader;
+ vs->state.tokens = tgsi_dup_tokens(shader->tokens);
if (r300->screen->caps.has_tcl) {
- r300_translate_vertex_shader(r300, vs);
+ r300_translate_vertex_shader(r300, vs, vs->state.tokens);
} else {
vs->draw_vs = draw_create_vertex_shader(r300->draw, shader);
}