st/mesa: use new CSO_BITS_ALL_SHADERS
authorBrian Paul <brianp@vmware.com>
Tue, 16 Feb 2016 17:22:32 +0000 (10:22 -0700)
committerBrian Paul <brianp@vmware.com>
Tue, 16 Feb 2016 17:22:32 +0000 (10:22 -0700)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
src/mesa/state_tracker/st_cb_bitmap.c
src/mesa/state_tracker/st_cb_clear.c
src/mesa/state_tracker/st_cb_drawpixels.c
src/mesa/state_tracker/st_cb_texture.c

index 8293b9e..9c44458 100644 (file)
@@ -217,14 +217,11 @@ setup_render_state(struct gl_context *ctx,
                         CSO_BIT_FRAGMENT_SAMPLERS |
                         CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
                         CSO_BIT_VIEWPORT |
-                        CSO_BIT_FRAGMENT_SHADER |
                         CSO_BIT_STREAM_OUTPUTS |
-                        CSO_BIT_TESSCTRL_SHADER |
-                        CSO_BIT_TESSEVAL_SHADER |
-                        CSO_BIT_GEOMETRY_SHADER |
                         CSO_BIT_VERTEX_ELEMENTS |
-                        CSO_BIT_VERTEX_SHADER |
-                        CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
+                        CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
+                        CSO_BITS_ALL_SHADERS));
+
 
    /* rasterizer state: just scissor */
    st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1;
index 01f1c05..5580146 100644 (file)
@@ -203,14 +203,10 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
                         CSO_BIT_SAMPLE_MASK |
                         CSO_BIT_MIN_SAMPLES |
                         CSO_BIT_VIEWPORT |
-                        CSO_BIT_FRAGMENT_SHADER |
                         CSO_BIT_STREAM_OUTPUTS |
-                        CSO_BIT_VERTEX_SHADER |
-                        CSO_BIT_TESSCTRL_SHADER |
-                        CSO_BIT_TESSEVAL_SHADER |
-                        CSO_BIT_GEOMETRY_SHADER |
                         CSO_BIT_VERTEX_ELEMENTS |
-                        CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
+                        CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
+                        CSO_BITS_ALL_SHADERS));
 
    /* blend state: RGBA masking */
    {
index 9c955a5..d1fe330 100644 (file)
@@ -479,14 +479,10 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
                      CSO_BIT_VIEWPORT |
                      CSO_BIT_FRAGMENT_SAMPLERS |
                      CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
-                     CSO_BIT_FRAGMENT_SHADER |
                      CSO_BIT_STREAM_OUTPUTS |
-                     CSO_BIT_VERTEX_SHADER |
-                     CSO_BIT_TESSCTRL_SHADER |
-                     CSO_BIT_TESSEVAL_SHADER |
-                     CSO_BIT_GEOMETRY_SHADER |
                      CSO_BIT_VERTEX_ELEMENTS |
-                     CSO_BIT_AUX_VERTEX_BUFFER_SLOT);
+                     CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
+                     CSO_BITS_ALL_SHADERS);
    if (write_stencil) {
       cso_state_mask |= (CSO_BIT_DEPTH_STENCIL_ALPHA |
                          CSO_BIT_BLEND);
index 5f76e44..a06cc72 100644 (file)
@@ -1341,12 +1341,8 @@ try_pbo_upload_common(struct gl_context *ctx,
                         CSO_BIT_VIEWPORT |
                         CSO_BIT_BLEND |
                         CSO_BIT_RASTERIZER |
-                        CSO_BIT_VERTEX_SHADER |
-                        CSO_BIT_GEOMETRY_SHADER |
-                        CSO_BIT_TESSCTRL_SHADER |
-                        CSO_BIT_TESSEVAL_SHADER |
-                        CSO_BIT_FRAGMENT_SHADER |
-                        CSO_BIT_STREAM_OUTPUTS));
+                        CSO_BIT_STREAM_OUTPUTS |
+                        CSO_BITS_ALL_SHADERS));
    cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);