* This is the part of the chipset that actually does the rasterization
* of vertices into fragments. This is also the part of the chipset that
* locks up if any part of it is even slightly wrong. */
-static void r300_update_rs_block(struct r300_context* r300,
- struct r300_shader_semantics* vs_outputs,
- struct r300_shader_semantics* fs_inputs)
+static void r300_update_rs_block(struct r300_context *r300)
{
+ struct r300_vertex_shader *vs = r300->vs_state.state;
+ struct r300_shader_semantics *vs_outputs = &vs->outputs;
+ struct r300_shader_semantics *fs_inputs = &r300_fs(r300)->shader->inputs;
struct r300_rs_block rs = { { 0 } };
int i, col_count = 0, tex_count = 0, fp_offset = 0, count;
void (*rX00_rs_col)(struct r300_rs_block*, int, int, enum r300_rs_swizzle);
}
}
-/* Update the shader-dependant states. */
-static void r300_update_derived_shader_state(struct r300_context* r300)
-{
- struct r300_vertex_shader* vs = r300->vs_state.state;
-
- r300_update_rs_block(r300, &vs->outputs, &r300_fs(r300)->shader->inputs);
-}
-
static void r300_merge_textures_and_samplers(struct r300_context* r300)
{
struct r300_textures_state *state =
}
if (r300->rs_block_state.dirty) {
- r300_update_derived_shader_state(r300);
+ r300_update_rs_block(r300);
}
if (r300->draw) {