pipe->bind_vs_state(pipe, ctx->vs);
if (ctx->has_geometry_shader)
pipe->bind_gs_state(pipe, NULL);
+ if (ctx->has_stream_out)
+ pipe->set_stream_output_targets(pipe, 0, NULL, 0);
blitter_set_dst_dimensions(ctx, width, height);
blitter->draw_rectangle(blitter, 0, 0, width, height, depth,
pipe->bind_vs_state(pipe, ctx->vs);
if (ctx->has_geometry_shader)
pipe->bind_gs_state(pipe, NULL);
+ if (ctx->has_stream_out)
+ pipe->set_stream_output_targets(pipe, 0, NULL, 0);
pipe->bind_fragment_sampler_states(pipe, 1, &ctx->sampler_state);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
pipe->set_fragment_sampler_views(pipe, 1, &src);
pipe->bind_vs_state(pipe, ctx->vs);
if (ctx->has_geometry_shader)
pipe->bind_gs_state(pipe, NULL);
+ if (ctx->has_stream_out)
+ pipe->set_stream_output_targets(pipe, 0, NULL, 0);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
/* set a framebuffer state */
pipe->bind_vs_state(pipe, ctx->vs);
if (ctx->has_geometry_shader)
pipe->bind_gs_state(pipe, NULL);
+ if (ctx->has_stream_out)
+ pipe->set_stream_output_targets(pipe, 0, NULL, 0);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
/* set a framebuffer state */
pipe->bind_vs_state(pipe, ctx->vs);
if (ctx->has_geometry_shader)
pipe->bind_gs_state(pipe, NULL);
+ if (ctx->has_stream_out)
+ pipe->set_stream_output_targets(pipe, 0, NULL, 0);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
/* set a framebuffer state */