*/
void svga_cleanup_tss_binding(struct svga_context *svga)
{
- const unsigned shader = PIPE_SHADER_FRAGMENT;
+ const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT;
unsigned i;
for (i = 0; i < ARRAY_SIZE(svga->state.hw_draw.views); i++) {
update_tss_binding(struct svga_context *svga,
unsigned dirty )
{
- const unsigned shader = PIPE_SHADER_FRAGMENT;
+ const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT;
boolean reemit = svga->rebind.flags.texture_samplers;
unsigned i;
unsigned count = MAX2( svga->curr.num_sampler_views[shader],
struct svga_tracked_state svga_hw_tss_binding = {
"texture binding emit",
+ SVGA_NEW_FRAME_BUFFER |
SVGA_NEW_TEXTURE_BINDING |
SVGA_NEW_STIPPLE |
SVGA_NEW_SAMPLER,
update_tss(struct svga_context *svga,
unsigned dirty )
{
- const unsigned shader = PIPE_SHADER_FRAGMENT;
+ const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT;
unsigned i;
struct ts_queue queue;