cso_save_rasterizer(cso);
cso_save_samplers(cso);
+ cso_save_sampler_textures(cso);
cso_save_viewport(cso);
/* rasterizer state: just scissor */
/* restore state */
cso_restore_rasterizer(cso);
cso_restore_samplers(cso);
+ cso_restore_sampler_textures(cso);
cso_restore_viewport(cso);
/* shaders don't go through cso yet */
pipe->bind_fs_state(pipe, st->fp->driver_shader);
pipe->bind_vs_state(pipe, st->vp->driver_shader);
- pipe->set_sampler_textures(pipe, ctx->st->state.num_textures,
- ctx->st->state.sampler_texture);
}
cso_save_rasterizer(cso);
cso_save_viewport(cso);
cso_save_samplers(cso);
+ cso_save_sampler_textures(cso);
/* rasterizer state: just scissor */
{
struct pipe_rasterizer_state rasterizer;
memset(&rasterizer, 0, sizeof(rasterizer));
- if (ctx->Scissor.Enabled)
- rasterizer.scissor = 1;
-
+ rasterizer.scissor = ctx->Scissor.Enabled;
cso_set_rasterizer(cso, &rasterizer);
}
}
/* texture state: */
- {
- pipe->set_sampler_textures(pipe, 1, &pt);
- }
+ pipe->set_sampler_textures(pipe, 1, &pt);
/* Compute window coords (y=0=bottom) with pixel zoom.
* Recall that these coords are transformed by the current
cso_restore_rasterizer(cso);
cso_restore_viewport(cso);
cso_restore_samplers(cso);
+ cso_restore_sampler_textures(cso);
+
/* shaders don't go through cso yet */
pipe->bind_fs_state(pipe, st->fp->driver_shader);
pipe->bind_vs_state(pipe, st->vp->driver_shader);
-
- pipe->set_sampler_textures(pipe, ctx->st->state.num_textures,
- ctx->st->state.sampler_texture);
}