return ret;
}
+static void
+rbug_bind_sampler_states(struct pipe_context *_pipe, unsigned shader,
+ unsigned start, unsigned count,
+ void **samplers)
+{
+ struct rbug_context *rb_pipe = rbug_context(_pipe);
+ struct pipe_context *pipe = rb_pipe->pipe;
+
+ pipe_mutex_lock(rb_pipe->call_mutex);
+ if (pipe->bind_sampler_states) {
+ pipe->bind_sampler_states(pipe, shader, start, count, samplers);
+ }
+ else {
+ assert(start == 0);
+ switch (shader) {
+ case PIPE_SHADER_VERTEX:
+ pipe->bind_vertex_sampler_states(pipe, count, samplers);
+ break;
+ case PIPE_SHADER_FRAGMENT:
+ pipe->bind_fragment_sampler_states(pipe, count, samplers);
+ break;
+ case PIPE_SHADER_GEOMETRY:
+ pipe->bind_geometry_sampler_states(pipe, count, samplers);
+ break;
+ default:
+ ;
+ }
+ }
+
+ pipe_mutex_unlock(rb_pipe->call_mutex);
+}
+
+
static void
rbug_bind_fragment_sampler_states(struct pipe_context *_pipe,
unsigned num_samplers,
rb_pipe->base.bind_blend_state = rbug_bind_blend_state;
rb_pipe->base.delete_blend_state = rbug_delete_blend_state;
rb_pipe->base.create_sampler_state = rbug_create_sampler_state;
+ rb_pipe->base.bind_sampler_states = rbug_bind_sampler_states;
rb_pipe->base.bind_fragment_sampler_states = rbug_bind_fragment_sampler_states;
rb_pipe->base.bind_vertex_sampler_states = rbug_bind_vertex_sampler_states;
rb_pipe->base.delete_sampler_state = rbug_delete_sampler_state;