}
void
-v3d_create_texture_shader_state_bo(struct v3d_context *v3d,
- struct v3d_sampler_view *so)
-{
- v3d_X(&v3d->screen->devinfo, create_texture_shader_state_bo)(v3d, so);
-}
-
-void
v3d_get_tile_buffer_size(bool is_msaa,
bool double_buffer,
uint32_t nr_cbufs,
void v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
enum pipe_shader_type shader);
-void v3d_create_texture_shader_state_bo(struct v3d_context *v3d,
- struct v3d_sampler_view *so);
-
void v3d_get_tile_buffer_size(bool is_msaa,
bool double_buffer,
uint32_t nr_cbufs,
struct v3d_sampler_view *sview =
v3d_sampler_view(psview);
+ struct v3d_device_info *devinfo =
+ &v3d->screen->devinfo;
- v3d_create_texture_shader_state_bo(v3d, sview);
+ v3d_X(devinfo, create_texture_shader_state_bo)(v3d, sview);
v3d_flag_dirty_sampler_state(v3d, st);
}
pipe_resource_reference(&so->texture, prsc);
}
- v3d_create_texture_shader_state_bo(v3d, so);
+ v3dX(create_texture_shader_state_bo)(v3d, so);
return &so->base;
}
v3d_sampler_view(stage_tex->textures[i]);
struct v3d_resource *rsc = v3d_resource(so->texture);
if (so->serial_id != rsc->serial_id)
- v3d_create_texture_shader_state_bo(v3d, so);
+ v3dX(create_texture_shader_state_bo)(v3d, so);
}
}