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vega: fix build breakage from cso sampler/view changes
author
Brian Paul
<brianp@vmware.com>
Fri, 3 Aug 2012 14:33:08 +0000
(08:33 -0600)
committer
Brian Paul
<brianp@vmware.com>
Fri, 3 Aug 2012 14:33:23 +0000
(08:33 -0600)
src/gallium/state_trackers/vega/renderer.c
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diff --git
a/src/gallium/state_trackers/vega/renderer.c
b/src/gallium/state_trackers/vega/renderer.c
index 23ec14ab84cc3c1a0362df6fac1a5b6661b79cec..de13458e3842538971accca0a71c583ac0f050fc 100644
(file)
--- a/
src/gallium/state_trackers/vega/renderer.c
+++ b/
src/gallium/state_trackers/vega/renderer.c
@@
-435,11
+435,11
@@
static void renderer_set_samplers(struct renderer *r,
/* set samplers */
for (i = 0; i < num_views; i++)
/* set samplers */
for (i = 0; i < num_views; i++)
- cso_single_sampler(r->cso, i, &sampler);
- cso_single_sampler_done(r->cso);
+ cso_single_sampler(r->cso,
PIPE_SHADER_FRAGMENT,
i, &sampler);
+ cso_single_sampler_done(r->cso
, PIPE_SHADER_FRAGMENT
);
/* set views */
/* set views */
- cso_set_
fragment_sampler_views(r->cso
, num_views, views);
+ cso_set_
sampler_views(r->cso, PIPE_SHADER_FRAGMENT
, num_views, views);
}
/**
}
/**
@@
-461,8
+461,8
@@
static void renderer_set_custom_fs(struct renderer *renderer,
/* set samplers and views */
if (num_samplers) {
/* set samplers and views */
if (num_samplers) {
- cso_set_samplers(renderer->cso, num_samplers, samplers);
- cso_set_
fragment_sampler_views(renderer->cso
, num_samplers, views);
+ cso_set_samplers(renderer->cso,
PIPE_SHADER_FRAGMENT,
num_samplers, samplers);
+ cso_set_
sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT
, num_samplers, views);
}
/* upload fs constant buffer */
}
/* upload fs constant buffer */
@@
-591,8
+591,8
@@
VGboolean renderer_copy_begin(struct renderer *renderer,
cso_save_framebuffer(renderer->cso);
cso_save_viewport(renderer->cso);
cso_save_blend(renderer->cso);
cso_save_framebuffer(renderer->cso);
cso_save_viewport(renderer->cso);
cso_save_blend(renderer->cso);
- cso_save_samplers(renderer->cso);
- cso_save_
fragment_sampler_views(renderer->cso
);
+ cso_save_samplers(renderer->cso
, PIPE_SHADER_FRAGMENT
);
+ cso_save_
sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT
);
cso_save_fragment_shader(renderer->cso);
cso_save_vertex_shader(renderer->cso);
cso_save_fragment_shader(renderer->cso);
cso_save_vertex_shader(renderer->cso);
@@
-645,8
+645,8
@@
void renderer_copy_end(struct renderer *renderer)
cso_restore_framebuffer(renderer->cso);
cso_restore_viewport(renderer->cso);
cso_restore_blend(renderer->cso);
cso_restore_framebuffer(renderer->cso);
cso_restore_viewport(renderer->cso);
cso_restore_blend(renderer->cso);
- cso_restore_samplers(renderer->cso);
- cso_restore_
fragment_sampler_views(renderer->cso
);
+ cso_restore_samplers(renderer->cso
, PIPE_SHADER_FRAGMENT
);
+ cso_restore_
sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT
);
cso_restore_fragment_shader(renderer->cso);
cso_restore_vertex_shader(renderer->cso);
cso_restore_fragment_shader(renderer->cso);
cso_restore_vertex_shader(renderer->cso);
@@
-665,8
+665,8
@@
VGboolean renderer_drawtex_begin(struct renderer *renderer,
return VG_FALSE;
cso_save_blend(renderer->cso);
return VG_FALSE;
cso_save_blend(renderer->cso);
- cso_save_samplers(renderer->cso);
- cso_save_
fragment_sampler_views(renderer->cso
);
+ cso_save_samplers(renderer->cso
, PIPE_SHADER_FRAGMENT
);
+ cso_save_
sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT
);
cso_save_fragment_shader(renderer->cso);
cso_save_vertex_shader(renderer->cso);
cso_save_fragment_shader(renderer->cso);
cso_save_vertex_shader(renderer->cso);
@@
-716,8
+716,8
@@
void renderer_drawtex_end(struct renderer *renderer)
assert(renderer->state == RENDERER_STATE_DRAWTEX);
cso_restore_blend(renderer->cso);
assert(renderer->state == RENDERER_STATE_DRAWTEX);
cso_restore_blend(renderer->cso);
- cso_restore_samplers(renderer->cso);
- cso_restore_
fragment_sampler_views(renderer->cso
);
+ cso_restore_samplers(renderer->cso
, PIPE_SHADER_FRAGMENT
);
+ cso_restore_
sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT
);
cso_restore_fragment_shader(renderer->cso);
cso_restore_vertex_shader(renderer->cso);
cso_restore_fragment_shader(renderer->cso);
cso_restore_vertex_shader(renderer->cso);
@@
-889,8
+889,8
@@
VGboolean renderer_filter_begin(struct renderer *renderer,
if (num_samplers) {
struct pipe_resource *tex;
if (num_samplers) {
struct pipe_resource *tex;
- cso_save_samplers(renderer->cso);
- cso_save_
fragment_sampler_views(renderer->cso
);
+ cso_save_samplers(renderer->cso
, PIPE_SHADER_FRAGMENT
);
+ cso_save_
sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT
);
cso_save_fragment_shader(renderer->cso);
cso_save_vertex_shader(renderer->cso);
cso_save_fragment_shader(renderer->cso);
cso_save_vertex_shader(renderer->cso);
@@
-950,8
+950,8
@@
void renderer_filter_end(struct renderer *renderer)
assert(renderer->state == RENDERER_STATE_FILTER);
if (renderer->u.filter.use_sampler) {
assert(renderer->state == RENDERER_STATE_FILTER);
if (renderer->u.filter.use_sampler) {
- cso_restore_samplers(renderer->cso);
- cso_restore_
fragment_sampler_views(renderer->cso
);
+ cso_restore_samplers(renderer->cso
, PIPE_SHADER_FRAGMENT
);
+ cso_restore_
sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT
);
cso_restore_vertex_shader(renderer->cso);
}
cso_restore_vertex_shader(renderer->cso);
}