#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"
struct sp_exec_fragment_shader
{
struct sp_fragment_shader base;
- const struct tgsi_token *machine_tokens;
};
static void
exec_prepare( const struct sp_fragment_shader *base,
struct tgsi_exec_machine *machine,
- struct tgsi_sampler *samplers )
+ struct tgsi_sampler **samplers )
{
- struct sp_exec_fragment_shader *spefs =
- sp_exec_fragment_shader(base);
-
/*
* Bind tokens/shader to the interpreter's machine state.
* Avoid redundant binding.
*/
- /* XXX revisit this */
- if (1 /* spefs->machine_tokens != base->shader.tokens*/) {
+ if (machine->Tokens != base->shader.tokens) {
tgsi_exec_machine_bind_shader( machine,
base->shader.tokens,
PIPE_MAX_SAMPLERS,
samplers );
- spefs->machine_tokens = base->shader.tokens;
}
}