i915->dirty |= I915_NEW_SAMPLER;
}
+
+static void
+i915_bind_sampler_states(struct pipe_context *pipe, unsigned shader,
+ unsigned start, unsigned num_samplers,
+ void **samplers)
+{
+ assert(start == 0);
+
+ switch (shader) {
+ case PIPE_SHADER_VERTEX:
+ i915_bind_vertex_sampler_states(pipe, num_samplers, samplers);
+ break;
+ case PIPE_SHADER_FRAGMENT:
+ i915_bind_fragment_sampler_states(pipe, num_samplers, samplers);
+ break;
+ default:
+ ;
+ }
+}
+
+
static void i915_delete_sampler_state(struct pipe_context *pipe,
void *sampler)
{
i915->base.delete_blend_state = i915_delete_blend_state;
i915->base.create_sampler_state = i915_create_sampler_state;
+ i915->base.bind_sampler_states = i915_bind_sampler_states;
i915->base.bind_fragment_sampler_states = i915_bind_fragment_sampler_states;
i915->base.bind_vertex_sampler_states = i915_bind_vertex_sampler_states;
i915->base.delete_sampler_state = i915_delete_sampler_state;