}
static void virgl_attach_res_sampler_views(struct virgl_context *vctx,
- unsigned shader_type)
+ enum pipe_shader_type shader_type)
{
struct virgl_winsys *vws = virgl_screen(vctx->base.screen)->vws;
struct virgl_textures_info *tinfo = &vctx->samplers[shader_type];
}
static void virgl_attach_res_uniform_buffers(struct virgl_context *vctx,
- unsigned shader_type)
+ enum pipe_shader_type shader_type)
{
struct virgl_winsys *vws = virgl_screen(vctx->base.screen)->vws;
struct virgl_resource *res;
*/
static void virgl_reemit_res(struct virgl_context *vctx)
{
- unsigned shader_type;
+ enum pipe_shader_type shader_type;
/* reattach any flushed resources */
/* framebuffer, sampler views, vertex/index/uniform/stream buffers */