softpipe->num_samplers[shader] = num;
- if (shader == PIPE_SHADER_VERTEX) {
+ if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY) {
draw_set_samplers(softpipe->draw,
- softpipe->samplers[PIPE_SHADER_VERTEX],
- softpipe->num_samplers[PIPE_SHADER_VERTEX]);
+ shader,
+ softpipe->samplers[shader],
+ softpipe->num_samplers[shader]);
}
softpipe->dirty |= SP_NEW_SAMPLER;
softpipe->num_sampler_views[shader] = num;
- if (shader == PIPE_SHADER_VERTEX) {
+ if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY) {
draw_set_sampler_views(softpipe->draw,
- softpipe->sampler_views[PIPE_SHADER_VERTEX],
- softpipe->num_sampler_views[PIPE_SHADER_VERTEX]);
+ shader,
+ softpipe->sampler_views[shader],
+ softpipe->num_sampler_views[shader]);
}
softpipe->dirty |= SP_NEW_TEXTURE;