unsigned i;
/* Fragment sampler states. */
- if (pipe->bind_sampler_states)
- pipe->bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT, 0,
- ctx->base.saved_num_sampler_states,
- ctx->base.saved_sampler_states);
- else
- pipe->bind_fragment_sampler_states(pipe,
- ctx->base.saved_num_sampler_states,
- ctx->base.saved_sampler_states);
+ pipe->bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT, 0,
+ ctx->base.saved_num_sampler_states,
+ ctx->base.saved_sampler_states);
+
ctx->base.saved_num_sampler_states = ~0;
/* Fragment sampler views. */
views[1] = pipe->create_sampler_view(pipe, src->texture, &templ);
pipe->set_fragment_sampler_views(pipe, 2, views);
- if (pipe->bind_sampler_states)
- pipe->bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT, 0, 2, samplers);
- else
- pipe->bind_fragment_sampler_states(pipe, 2, samplers);
+ pipe->bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT, 0, 2, samplers);
pipe_sampler_view_reference(&views[1], NULL);
} else if (blit_stencil) {
view = pipe->create_sampler_view(pipe, src->texture, &templ);
pipe->set_fragment_sampler_views(pipe, 1, &view);
- if (pipe->bind_sampler_states)
- pipe->bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT,
- 0, 1, &sampler_state);
- else
- pipe->bind_fragment_sampler_states(pipe, 1, &sampler_state);
+ pipe->bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT,
+ 0, 1, &sampler_state);
pipe_sampler_view_reference(&view, NULL);
} else {
pipe->set_fragment_sampler_views(pipe, 1, &src);
- if (pipe->bind_sampler_states)
- pipe->bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT,
- 0, 1, &sampler_state);
- else
- pipe->bind_fragment_sampler_states(pipe, 1, &sampler_state);
+ pipe->bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT,
+ 0, 1, &sampler_state);
}
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);