};
-/** cast wrapper */
-static inline struct sp_exec_fragment_shader *
-sp_exec_fragment_shader(const struct sp_fragment_shader_variant *var)
-{
- return (struct sp_exec_fragment_shader *) var;
-}
-
-
static void
exec_prepare( const struct sp_fragment_shader_variant *var,
struct tgsi_exec_machine *machine,
struct tgsi_sampler *sampler,
- struct tgsi_image *image )
+ struct tgsi_image *image,
+ struct tgsi_buffer *buffer )
{
/*
* Bind tokens/shader to the interpreter's machine state.
*/
tgsi_exec_machine_bind_shader(machine,
var->tokens,
- sampler, image);
+ sampler, image, buffer);
}
machine->Face = (float) (quad->input.facing * -2 + 1);
machine->NonHelperMask = quad->inout.mask;
- quad->inout.mask &= tgsi_exec_machine_run( machine );
+ quad->inout.mask &= tgsi_exec_machine_run( machine, 0 );
if (quad->inout.mask == 0)
return FALSE;
struct tgsi_exec_machine *machine)
{
if (machine->Tokens == var->tokens) {
- tgsi_exec_machine_bind_shader(machine, NULL, NULL, NULL);
+ tgsi_exec_machine_bind_shader(machine, NULL, NULL, NULL, NULL);
}
FREE( (void *) var->tokens );