CSO_BIT_FRAGMENT_SAMPLERS |
CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
CSO_BIT_VIEWPORT |
- CSO_BIT_FRAGMENT_SHADER |
CSO_BIT_STREAM_OUTPUTS |
- CSO_BIT_TESSCTRL_SHADER |
- CSO_BIT_TESSEVAL_SHADER |
- CSO_BIT_GEOMETRY_SHADER |
CSO_BIT_VERTEX_ELEMENTS |
- CSO_BIT_VERTEX_SHADER |
- CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
+ CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
+ CSO_BITS_ALL_SHADERS));
+
/* rasterizer state: just scissor */
st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1;
CSO_BIT_SAMPLE_MASK |
CSO_BIT_MIN_SAMPLES |
CSO_BIT_VIEWPORT |
- CSO_BIT_FRAGMENT_SHADER |
CSO_BIT_STREAM_OUTPUTS |
- CSO_BIT_VERTEX_SHADER |
- CSO_BIT_TESSCTRL_SHADER |
- CSO_BIT_TESSEVAL_SHADER |
- CSO_BIT_GEOMETRY_SHADER |
CSO_BIT_VERTEX_ELEMENTS |
- CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
+ CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
+ CSO_BITS_ALL_SHADERS));
/* blend state: RGBA masking */
{
CSO_BIT_VIEWPORT |
CSO_BIT_FRAGMENT_SAMPLERS |
CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
- CSO_BIT_FRAGMENT_SHADER |
CSO_BIT_STREAM_OUTPUTS |
- CSO_BIT_VERTEX_SHADER |
- CSO_BIT_TESSCTRL_SHADER |
- CSO_BIT_TESSEVAL_SHADER |
- CSO_BIT_GEOMETRY_SHADER |
CSO_BIT_VERTEX_ELEMENTS |
- CSO_BIT_AUX_VERTEX_BUFFER_SLOT);
+ CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
+ CSO_BITS_ALL_SHADERS);
if (write_stencil) {
cso_state_mask |= (CSO_BIT_DEPTH_STENCIL_ALPHA |
CSO_BIT_BLEND);
CSO_BIT_VIEWPORT |
CSO_BIT_BLEND |
CSO_BIT_RASTERIZER |
- CSO_BIT_VERTEX_SHADER |
- CSO_BIT_GEOMETRY_SHADER |
- CSO_BIT_TESSCTRL_SHADER |
- CSO_BIT_TESSEVAL_SHADER |
- CSO_BIT_FRAGMENT_SHADER |
- CSO_BIT_STREAM_OUTPUTS));
+ CSO_BIT_STREAM_OUTPUTS |
+ CSO_BITS_ALL_SHADERS));
cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);