static void
update_textures(struct st_context *st,
- gl_shader_stage mesa_shader,
+ enum pipe_shader_type shader_stage,
const struct gl_program *prog,
unsigned max_units,
struct pipe_sampler_view **sampler_views,
GLbitfield free_slots = ~prog->SamplersUsed;
GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
GLuint unit;
- enum pipe_shader_type shader_stage = st_shader_stage_to_ptarget(mesa_shader);
if (samplers_used == 0x0 && old_max == 0)
return;
if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) {
update_textures(st,
- MESA_SHADER_VERTEX,
+ PIPE_SHADER_VERTEX,
ctx->VertexProgram._Current,
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_VERTEX],
const struct gl_context *ctx = st->ctx;
update_textures(st,
- MESA_SHADER_FRAGMENT,
+ PIPE_SHADER_FRAGMENT,
ctx->FragmentProgram._Current,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_FRAGMENT],
if (ctx->GeometryProgram._Current) {
update_textures(st,
- MESA_SHADER_GEOMETRY,
+ PIPE_SHADER_GEOMETRY,
ctx->GeometryProgram._Current,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_GEOMETRY],
if (ctx->TessCtrlProgram._Current) {
update_textures(st,
- MESA_SHADER_TESS_CTRL,
+ PIPE_SHADER_TESS_CTRL,
ctx->TessCtrlProgram._Current,
ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_TESS_CTRL],
if (ctx->TessEvalProgram._Current) {
update_textures(st,
- MESA_SHADER_TESS_EVAL,
+ PIPE_SHADER_TESS_EVAL,
ctx->TessEvalProgram._Current,
ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_TESS_EVAL],
if (ctx->ComputeProgram._Current) {
update_textures(st,
- MESA_SHADER_COMPUTE,
+ PIPE_SHADER_COMPUTE,
ctx->ComputeProgram._Current,
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_COMPUTE],