unsigned i, shader;
if (ctx->pipe) {
+ ctx->pipe->set_index_buffer(ctx->pipe, NULL);
+
ctx->pipe->bind_blend_state( ctx->pipe, NULL );
ctx->pipe->bind_rasterizer_state( ctx->pipe, NULL );
ctx->pipe->bind_depth_stencil_alpha_state( ctx->pipe, NULL );
ctx->pipe->bind_fs_state( ctx->pipe, NULL );
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, NULL);
ctx->pipe->bind_vs_state( ctx->pipe, NULL );
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, NULL);
if (ctx->has_geometry_shader) {
ctx->pipe->bind_gs_state(ctx->pipe, NULL);
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_GEOMETRY, 0, NULL);
}
if (ctx->has_tessellation) {
ctx->pipe->bind_tcs_state(ctx->pipe, NULL);
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_TESS_CTRL, 0, NULL);
ctx->pipe->bind_tes_state(ctx->pipe, NULL);
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_TESS_EVAL, 0, NULL);
}
ctx->pipe->bind_vertex_elements_state( ctx->pipe, NULL );
}
pipe_surface_reference(&st->state.framebuffer.zsbuf, NULL);
- pipe->set_index_buffer(pipe, NULL);
-
- for (i = 0; i < PIPE_SHADER_TYPES; i++) {
- pipe->set_constant_buffer(pipe, i, 0, NULL);
- }
-
_mesa_delete_program_cache(st->ctx, st->pixel_xfer.cache);
_vbo_DestroyContext(st->ctx);