util_blitter_save_vertex_elements(ctx->blitter, ctx->element_state);
util_blitter_save_viewport(ctx->blitter, ctx->vp_state.viewport_states);
- util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->buffers);
+ util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->vertex_buffers);
util_blitter_save_vertex_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_VERTEX]);
util_blitter_save_tessctrl_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_TESS_CTRL]);
util_blitter_save_tesseval_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_TESS_EVAL]);
{
struct zink_context *ctx = zink_context(pctx);
- util_set_vertex_buffers_mask(ctx->buffers, &ctx->buffers_enabled_mask,
+ util_set_vertex_buffers_mask(ctx->vertex_buffers, &ctx->vertex_buffers_enabled_mask,
buffers, start_slot, num_buffers,
unbind_num_trailing_slots, take_ownership);
}
struct zink_framebuffer *framebuffer;
struct zink_framebuffer_clear fb_clears[PIPE_MAX_COLOR_BUFS + 1];
- struct pipe_vertex_buffer buffers[PIPE_MAX_ATTRIBS];
- uint32_t buffers_enabled_mask;
+ struct pipe_vertex_buffer vertex_buffers[PIPE_MAX_ATTRIBS];
+ uint32_t vertex_buffers_enabled_mask;
void *sampler_states[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
VkSampler samplers[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
{
const struct zink_vertex_elements_state *elems = ctx->element_state;
for (unsigned i = 0; i < elems->hw_state.num_bindings; i++) {
- struct pipe_vertex_buffer *vb = ctx->buffers + ctx->element_state->binding_map[i];
+ struct pipe_vertex_buffer *vb = ctx->vertex_buffers + ctx->element_state->binding_map[i];
assert(vb);
if (vb->buffer.resource) {
struct zink_resource *res = zink_resource(vb->buffer.resource);
return;
for (unsigned i = 0; i < elems->hw_state.num_bindings; i++) {
- struct pipe_vertex_buffer *vb = ctx->buffers + ctx->element_state->binding_map[i];
+ struct pipe_vertex_buffer *vb = ctx->vertex_buffers + ctx->element_state->binding_map[i];
assert(vb);
if (vb->buffer.resource) {
struct zink_resource *res = zink_resource(vb->buffer.resource);
if (!zink_screen(pctx->screen)->info.have_EXT_extended_dynamic_state) {
for (unsigned i = 0; i < ctx->element_state->hw_state.num_bindings; i++) {
unsigned binding = ctx->element_state->binding_map[i];
- const struct pipe_vertex_buffer *vb = ctx->buffers + binding;
+ const struct pipe_vertex_buffer *vb = ctx->vertex_buffers + binding;
if (ctx->gfx_pipeline_state.bindings[i].stride != vb->stride) {
ctx->gfx_pipeline_state.bindings[i].stride = vb->stride;
ctx->gfx_pipeline_state.dirty = true;