/*
* Note that we'd actually want to skip position (as we won't use
* the attribute in the fs) but can't. The reason is that we don't
- * actually have a input/output map for setup (even though it looks
+ * actually have an input/output map for setup (even though it looks
* like we do...). Could adjust for this though even without a map.
*/
} else {
/*
* Note that we'd actually want to skip position (as we won't use
* the attribute in the fs) but can't. The reason is that we don't
- * actually have a input/output map for setup (even though it looks
+ * actually have an input/output map for setup (even though it looks
* like we do...). Could adjust for this though even without a map.
*/
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
static void
set_shader_sampler(struct softpipe_context *softpipe,
- unsigned shader,
+ enum pipe_shader_type shader,
int max_sampler)
{
int i;
}
}
+void
+softpipe_update_compute_samplers(struct softpipe_context *softpipe)
+{
+ set_shader_sampler(softpipe, PIPE_SHADER_COMPUTE, softpipe->cs->max_sampler);
+}
+
static void
update_tgsi_samplers( struct softpipe_context *softpipe )
{
}
/* XXX is this really necessary here??? */
- for (sh = 0; sh < Elements(softpipe->tex_cache); sh++) {
+ for (sh = 0; sh < ARRAY_SIZE(softpipe->tex_cache); sh++) {
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
struct softpipe_tex_tile_cache *tc = softpipe->tex_cache[sh][i];
if (tc && tc->texture) {
/* Hopefully this will remain quite simple, otherwise need to pull in
- * something like the state tracker mechanism.
+ * something like the gallium frontend mechanism.
*/
void
softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim)