if (failover->dirty & FO_NEW_DEPTH_STENCIL)
failover->sw->bind_depth_stencil_alpha_state( failover->sw,
- failover->depth_stencil->sw_state );
+ failover->depth_stencil->sw_state );
+
+ if (failover->dirty & FO_NEW_STENCIL_REF)
+ failover->sw->set_stencil_ref( failover->sw, &failover->stencil_ref );
if (failover->dirty & FO_NEW_FRAMEBUFFER)
failover->sw->set_framebuffer_state( failover->sw, &failover->framebuffer );
failover->sw->bind_vs_state( failover->sw,
failover->vertex_shader->sw_state );
+ if (failover->dirty & FO_NEW_VERTEX_ELEMENT)
+ failover->sw->bind_vertex_elements_state( failover->sw,
+ failover->vertex_elements->sw_state );
+
if (failover->dirty & FO_NEW_STIPPLE)
failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );
failover->sw->set_viewport_state( failover->sw, &failover->viewport );
if (failover->dirty & FO_NEW_SAMPLER) {
- failover->sw->bind_sampler_states( failover->sw, failover->num_samplers,
- failover->sw_sampler_state );
+ failover->sw->bind_fragment_sampler_states( failover->sw, failover->num_samplers,
+ failover->sw_sampler_state );
+ failover->sw->bind_vertex_sampler_states(failover->sw,
+ failover->num_vertex_samplers,
+ failover->sw_vertex_sampler_state);
}
- if (failover->dirty & FO_NEW_TEXTURE) {
- failover->sw->set_sampler_textures( failover->sw, failover->num_textures,
- failover->texture );
+ if (failover->dirty & FO_NEW_SAMPLER_VIEW) {
+ struct pipe_sampler_view *fragment_views[PIPE_MAX_SAMPLERS];
+ struct pipe_sampler_view *vertex_views[PIPE_MAX_VERTEX_SAMPLERS];
+ uint i;
+
+ for (i = 0; i < failover->num_fragment_sampler_views; i++) {
+ fragment_views[i] = failover->fragment_sampler_views[i]->sw;
+ }
+ failover->sw->set_fragment_sampler_views(failover->sw,
+ failover->num_fragment_sampler_views,
+ fragment_views);
+
+ for (i = 0; i < failover->num_vertex_sampler_views; i++) {
+ vertex_views[i] = failover->vertex_sampler_views[i]->sw;
+ }
+ failover->sw->set_vertex_sampler_views(failover->sw,
+ failover->num_vertex_sampler_views,
+ vertex_views);
}
if (failover->dirty & FO_NEW_VERTEX_BUFFER) {
failover->vertex_buffers );
}
- if (failover->dirty & FO_NEW_VERTEX_ELEMENT) {
- failover->sw->set_vertex_elements( failover->sw,
- failover->num_vertex_elements,
- failover->vertex_elements );
- }
-
failover->dirty = 0;
}