#include "sp_context.h"
#include "sp_state.h"
#include "sp_fs.h"
-#include "sp_headers.h"
+#include "sp_quad.h"
#include "pipe/p_state.h"
#include "tgsi/tgsi_exec.h"
#include "tgsi/tgsi_parse.h"
-struct sp_exec_fragment_shader {
+struct sp_exec_fragment_shader
+{
struct sp_fragment_shader base;
};
+/** cast wrapper */
+static INLINE struct sp_exec_fragment_shader *
+sp_exec_fragment_shader(const struct sp_fragment_shader *base)
+{
+ return (struct sp_exec_fragment_shader *) base;
+}
+
/**
* Compute quad X,Y,Z,W for the four fragments in a quad.
static void
exec_prepare( const struct sp_fragment_shader *base,
struct tgsi_exec_machine *machine,
- struct tgsi_sampler *samplers )
+ struct tgsi_sampler **samplers )
{
- tgsi_exec_machine_bind_shader( machine,
- base->shader.tokens,
- PIPE_MAX_SAMPLERS,
- samplers );
+ /*
+ * Bind tokens/shader to the interpreter's machine state.
+ * Avoid redundant binding.
+ */
+ if (machine->Tokens != base->shader.tokens) {
+ tgsi_exec_machine_bind_shader( machine,
+ base->shader.tokens,
+ PIPE_MAX_SAMPLERS,
+ samplers );
+ }
}