struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
GLuint su;
GLuint samplers_used = fprog->Base.SamplersUsed;
- GLuint old_max = st->state.num_samplers;
+ GLuint old_max = st->state.num_fragment_samplers;
- st->state.num_samplers = 0;
+ st->state.num_fragment_samplers = 0;
/* loop over sampler units (aka tex image units) */
for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++, samplers_used >>= 1) {
- struct pipe_sampler_state *sampler = st->state.samplers + su;
+ struct pipe_sampler_state *sampler = st->state.fragment_samplers + su;
if (samplers_used & 1) {
GLuint texUnit;
convert_sampler(st, sampler, texUnit);
- st->state.num_samplers = su + 1;
+ st->state.num_fragment_samplers = su + 1;
/*printf("%s su=%u non-null\n", __FUNCTION__, su);*/
cso_single_sampler(st->cso_context, PIPE_SHADER_FRAGMENT, su, sampler);
st->state.num_vertex_textures = su + 1;
}
- pipe_sampler_view_reference(&st->state.sampler_vertex_views[su],
+ pipe_sampler_view_reference(&st->state.vertex_sampler_views[su],
sampler_view);
}
cso_set_sampler_views(st->cso_context,
PIPE_SHADER_VERTEX,
numUnits,
- st->state.sampler_vertex_views);
+ st->state.vertex_sampler_views);
}
}
const struct gl_context *ctx = st->ctx;
struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
GLuint su;
- int old_max = st->state.num_textures;
+ int old_max = st->state.num_fragment_textures;
GLbitfield samplers_used = fprog->Base.SamplersUsed;
- st->state.num_textures = 0;
+ st->state.num_fragment_textures = 0;
/* loop over sampler units (aka tex image units) */
for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++, samplers_used >>= 1) {
if (retval == GL_FALSE)
continue;
- st->state.num_textures = su + 1;
+ st->state.num_fragment_textures = su + 1;
} else if (samplers_used == 0 && su >= old_max) {
/* if we've reset all the old views and we have no more new ones */
break;
}
- pipe_sampler_view_reference(&st->state.sampler_views[su], sampler_view);
+ pipe_sampler_view_reference(&st->state.fragment_sampler_views[su],
+ sampler_view);
}
cso_set_sampler_views(st->cso_context,
PIPE_SHADER_FRAGMENT,
- st->state.num_textures,
- st->state.sampler_views);
+ st->state.num_fragment_textures,
+ st->state.fragment_sampler_views);
}
/* user samplers, plus our bitmap sampler */
{
struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
- uint num = MAX2(fpv->bitmap_sampler + 1, st->state.num_samplers);
+ uint num = MAX2(fpv->bitmap_sampler + 1, st->state.num_fragment_samplers);
uint i;
- for (i = 0; i < st->state.num_samplers; i++) {
- samplers[i] = &st->state.samplers[i];
+ for (i = 0; i < st->state.num_fragment_samplers; i++) {
+ samplers[i] = &st->state.fragment_samplers[i];
}
samplers[fpv->bitmap_sampler] =
&st->bitmap.samplers[sv->texture->target != PIPE_TEXTURE_RECT];
/* user textures, plus the bitmap texture */
{
struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
- uint num = MAX2(fpv->bitmap_sampler + 1, st->state.num_textures);
- memcpy(sampler_views, st->state.sampler_views, sizeof(sampler_views));
+ uint num = MAX2(fpv->bitmap_sampler + 1,
+ st->state.num_fragment_textures);
+ memcpy(sampler_views, st->state.fragment_sampler_views,
+ sizeof(sampler_views));
sampler_views[fpv->bitmap_sampler] = sv;
cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
}
st_destroy_drawpix(st);
st_destroy_drawtex(st);
- for (i = 0; i < Elements(st->state.sampler_views); i++) {
- pipe_sampler_view_release(st->pipe, &st->state.sampler_views[i]);
+ for (i = 0; i < Elements(st->state.fragment_sampler_views); i++) {
+ pipe_sampler_view_release(st->pipe,
+ &st->state.fragment_sampler_views[i]);
+ }
+
+ for (i = 0; i < Elements(st->state.vertex_sampler_views); i++) {
+ pipe_sampler_view_release(st->pipe,
+ &st->state.vertex_sampler_views[i]);
}
if (st->default_texture) {
struct pipe_blend_state blend;
struct pipe_depth_stencil_alpha_state depth_stencil;
struct pipe_rasterizer_state rasterizer;
- struct pipe_sampler_state samplers[PIPE_MAX_SAMPLERS];
- struct pipe_sampler_state vertex_samplers[PIPE_MAX_VERTEX_SAMPLERS];
+ struct pipe_sampler_state fragment_samplers[PIPE_MAX_SAMPLERS];
+ struct pipe_sampler_state vertex_samplers[PIPE_MAX_VERTEX_SAMPLERS];
struct pipe_clip_state clip;
struct {
void *ptr;
unsigned size;
} constants[PIPE_SHADER_TYPES];
struct pipe_framebuffer_state framebuffer;
- struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
- struct pipe_sampler_view *sampler_vertex_views[PIPE_MAX_VERTEX_SAMPLERS];
+ struct pipe_sampler_view *fragment_sampler_views[PIPE_MAX_SAMPLERS];
+ struct pipe_sampler_view *vertex_sampler_views[PIPE_MAX_VERTEX_SAMPLERS];
struct pipe_scissor_state scissor;
struct pipe_viewport_state viewport;
unsigned sample_mask;
- GLuint num_samplers;
+ GLuint num_fragment_samplers;
GLuint num_vertex_samplers;
- GLuint num_textures;
+ GLuint num_fragment_textures;
GLuint num_vertex_textures;
GLuint poly_stipple[32]; /**< In OpenGL's bottom-to-top order */