draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0, NULL, 0);
if (i915->num_vertex_sampler_views > 0)
- i915_prepare_vertex_sampling(i915,
- i915->num_vertex_sampler_views,
- i915->vertex_sampler_views);
+ i915_prepare_vertex_sampling(i915);
/*
* Do the drawing
/***********************************************************************
* i915_state.c:
*/
-void i915_prepare_vertex_sampling(struct i915_context *i915,
- unsigned num,
- struct pipe_sampler_view **views);
+void i915_prepare_vertex_sampling(struct i915_context *i915);
void i915_cleanup_vertex_sampling(struct i915_context *i915);
* Called before drawing VBO to map vertex samplers and hand them to draw
*/
void
-i915_prepare_vertex_sampling(struct i915_context *i915,
- unsigned num,
- struct pipe_sampler_view **views)
+i915_prepare_vertex_sampling(struct i915_context *i915)
{
struct i915_winsys *iws = i915->iws;
unsigned i,j;
uint32_t row_stride[PIPE_MAX_TEXTURE_LEVELS];
uint32_t img_stride[PIPE_MAX_TEXTURE_LEVELS];
const void* data[PIPE_MAX_TEXTURE_LEVELS];
+ unsigned num = i915->num_vertex_sampler_views;
+ struct pipe_sampler_view **views = i915->vertex_sampler_views;
assert(num <= PIPE_MAX_VERTEX_SAMPLERS);
if (!num)