ilo->dirty |= ILO_DIRTY_VIEW_CS;
}
+static void
+ilo_set_sampler_views2(struct pipe_context *pipe, unsigned shader,
+ unsigned start_slot, unsigned num_views,
+ struct pipe_sampler_view **views)
+{
+ switch (shader) {
+ case PIPE_SHADER_VERTEX:
+ ilo_set_vertex_sampler_views(pipe, num_views, views);
+ break;
+ case PIPE_SHADER_GEOMETRY:
+ ilo_set_geometry_sampler_views(pipe, num_views, views);
+ break;
+ case PIPE_SHADER_FRAGMENT:
+ ilo_set_fragment_sampler_views(pipe, num_views, views);
+ break;
+ case PIPE_SHADER_COMPUTE:
+ ilo_set_compute_sampler_views(pipe, start_slot, num_views, views);
+ break;
+ }
+}
+
+
static void
ilo_set_shader_resources(struct pipe_context *pipe,
unsigned start, unsigned count,
ilo->base.set_polygon_stipple = ilo_set_polygon_stipple;
ilo->base.set_scissor_states = ilo_set_scissor_states;
ilo->base.set_viewport_states = ilo_set_viewport_states;
- ilo->base.set_fragment_sampler_views = ilo_set_fragment_sampler_views;
- ilo->base.set_vertex_sampler_views = ilo_set_vertex_sampler_views;
- ilo->base.set_geometry_sampler_views = ilo_set_geometry_sampler_views;
- ilo->base.set_compute_sampler_views = ilo_set_compute_sampler_views;
+ ilo->base.set_sampler_views = ilo_set_sampler_views2;
ilo->base.set_shader_resources = ilo_set_shader_resources;
ilo->base.set_vertex_buffers = ilo_set_vertex_buffers;
ilo->base.set_index_buffer = ilo_set_index_buffer;