cso_set_samplers(cso, PIPE_SHADER_VERTEX, 0, NULL);
cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, 0, NULL);
- pipe->set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, 0, NULL);
- pipe->set_sampler_views(pipe, PIPE_SHADER_VERTEX, 0, 0, NULL);
+ cso_set_sampler_views(cso, PIPE_SHADER_VERTEX, 0, NULL);
+ cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, 0, NULL);
pipe->set_vertex_buffers(pipe, 0, This->caps.MaxStreams, NULL);
pipe->set_index_buffer(pipe, NULL);
static void
update_textures_and_samplers(struct NineDevice9 *device)
{
- struct pipe_context *pipe = device->pipe;
struct nine_state *state = &device->state;
struct pipe_sampler_view *view[NINE_MAX_SAMPLERS];
unsigned num_textures;
unsigned i;
- boolean commit_views;
boolean commit_samplers;
uint16_t sampler_mask = state->ps ? state->ps->sampler_mask :
device->ff.ps->sampler_mask;
/* TODO: Can we reduce iterations here ? */
- commit_views = FALSE;
commit_samplers = FALSE;
state->bound_samplers_mask_ps = 0;
for (num_textures = 0, i = 0; i < NINE_MAX_SAMPLERS_PS; ++i) {
cso_single_sampler(device->cso, PIPE_SHADER_FRAGMENT,
s - NINE_SAMPLER_PS(0), &device->dummy_sampler_state);
- commit_views = TRUE;
commit_samplers = TRUE;
state->changed.sampler[s] = ~0;
}
state->bound_samplers_mask_ps |= (1 << s);
}
- commit_views |= (state->changed.texture & NINE_PS_SAMPLERS_MASK) != 0;
- commit_views |= state->changed.srgb;
- if (commit_views)
- pipe->set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0,
- num_textures, view);
+ cso_set_sampler_views(device->cso, PIPE_SHADER_FRAGMENT, num_textures, view);
if (commit_samplers)
cso_single_sampler_done(device->cso, PIPE_SHADER_FRAGMENT);
- commit_views = FALSE;
commit_samplers = FALSE;
sampler_mask = state->vs ? state->vs->sampler_mask : 0;
state->bound_samplers_mask_vs = 0;
cso_single_sampler(device->cso, PIPE_SHADER_VERTEX,
s - NINE_SAMPLER_VS(0), &device->dummy_sampler_state);
- commit_views = TRUE;
commit_samplers = TRUE;
state->changed.sampler[s] = ~0;
}
state->bound_samplers_mask_vs |= (1 << s);
}
- commit_views |= (state->changed.texture & NINE_VS_SAMPLERS_MASK) != 0;
- commit_views |= state->changed.srgb;
- if (commit_views)
- pipe->set_sampler_views(pipe, PIPE_SHADER_VERTEX, 0,
- num_textures, view);
+
+ cso_set_sampler_views(device->cso, PIPE_SHADER_VERTEX, num_textures, view);
if (commit_samplers)
cso_single_sampler_done(device->cso, PIPE_SHADER_VERTEX);
- state->changed.srgb = FALSE;
state->changed.texture = 0;
}