start_slot, num_samplers, samplers);
}
+static void
+ilo_bind_sampler_states2(struct pipe_context *pipe, unsigned shader,
+ unsigned start, unsigned count, void **samplers)
+{
+ switch (shader) {
+ case PIPE_SHADER_VERTEX:
+ ilo_bind_vertex_sampler_states(pipe, count, samplers);
+ break;
+ case PIPE_SHADER_GEOMETRY:
+ ilo_bind_geometry_sampler_states(pipe, count, samplers);
+ break;
+ case PIPE_SHADER_FRAGMENT:
+ ilo_bind_fragment_sampler_states(pipe, count, samplers);
+ break;
+ case PIPE_SHADER_COMPUTE:
+ ilo_bind_compute_sampler_states(pipe, start, count, samplers);
+ break;
+ }
+}
+
static void
ilo_delete_sampler_state(struct pipe_context *pipe, void *state)
{
ilo->base.bind_blend_state = ilo_bind_blend_state;
ilo->base.delete_blend_state = ilo_delete_blend_state;
ilo->base.create_sampler_state = ilo_create_sampler_state;
+ ilo->base.bind_sampler_states = ilo_bind_sampler_states2;
ilo->base.bind_fragment_sampler_states = ilo_bind_fragment_sampler_states;
ilo->base.bind_vertex_sampler_states = ilo_bind_vertex_sampler_states;
ilo->base.bind_geometry_sampler_states = ilo_bind_geometry_sampler_states;