use cso fs/vs handle functions

This commit is contained in:
Keith Whitwell
2008-04-21 20:26:19 +01:00
parent 1dc5e56f3e
commit 01dfa6cde1
7 changed files with 14 additions and 14 deletions

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@@ -318,8 +318,8 @@ util_blit_pixels(struct blit_state *ctx,
cso_set_sampler_textures(ctx->cso, 1, &tex); cso_set_sampler_textures(ctx->cso, 1, &tex);
/* shaders */ /* shaders */
cso_set_fragment_shader(ctx->cso, ctx->fs); cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
cso_set_vertex_shader(ctx->cso, ctx->vs); cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
/* drawing dest */ /* drawing dest */
memset(&fb, 0, sizeof(fb)); memset(&fb, 0, sizeof(fb));

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@@ -888,8 +888,8 @@ util_gen_mipmap(struct gen_mipmap_state *ctx,
cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil); cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
cso_set_rasterizer(ctx->cso, &ctx->rasterizer); cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
cso_set_fragment_shader(ctx->cso, ctx->fs); cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
cso_set_vertex_shader(ctx->cso, ctx->vs); cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
#if 0 #if 0
cso_set_viewport(ctx->cso, &ctx->viewport); cso_set_viewport(ctx->cso, &ctx->viewport);
#endif #endif

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@@ -273,8 +273,8 @@ update_linkage( struct st_context *st )
st->vp = stvp; st->vp = stvp;
st->fp = stfp; st->fp = stfp;
cso_set_vertex_shader(st->cso_context, stvp->driver_shader); cso_set_vertex_shader_handle(st->cso_context, stvp->driver_shader);
cso_set_fragment_shader(st->cso_context, stfp->driver_shader); cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
st->vertex_result_to_slot = xvp->output_to_slot; st->vertex_result_to_slot = xvp->output_to_slot;
} }

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@@ -446,10 +446,10 @@ draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
cso_set_rasterizer(cso, &st->bitmap.rasterizer); cso_set_rasterizer(cso, &st->bitmap.rasterizer);
/* fragment shader state: TEX lookup program */ /* fragment shader state: TEX lookup program */
cso_set_fragment_shader(cso, stfp->driver_shader); cso_set_fragment_shader_handle(cso, stfp->driver_shader);
/* vertex shader state: position + texcoord pass-through */ /* vertex shader state: position + texcoord pass-through */
cso_set_vertex_shader(cso, st->bitmap.vs); cso_set_vertex_shader_handle(cso, st->bitmap.vs);
/* sampler / texture state */ /* sampler / texture state */
cso_single_sampler(cso, 0, &st->bitmap.sampler); cso_single_sampler(cso, 0, &st->bitmap.sampler);

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@@ -274,8 +274,8 @@ clear_with_quad(GLcontext *ctx,
cso_set_rasterizer(st->cso_context, &st->clear.raster); cso_set_rasterizer(st->cso_context, &st->clear.raster);
cso_set_viewport(st->cso_context, &st->clear.viewport); cso_set_viewport(st->cso_context, &st->clear.viewport);
cso_set_fragment_shader(st->cso_context, st->clear.fs); cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
cso_set_vertex_shader(st->cso_context, st->clear.vs); cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
/* draw quad matching scissor rect (XXX verify coord round-off) */ /* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor); draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);

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@@ -545,10 +545,10 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
} }
/* fragment shader state: TEX lookup program */ /* fragment shader state: TEX lookup program */
cso_set_fragment_shader(cso, stfp->driver_shader); cso_set_fragment_shader_handle(cso, stfp->driver_shader);
/* vertex shader state: position + texcoord pass-through */ /* vertex shader state: position + texcoord pass-through */
cso_set_vertex_shader(cso, stvp->driver_shader); cso_set_vertex_shader_handle(cso, stvp->driver_shader);
/* texture sampling state: */ /* texture sampling state: */

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@@ -61,7 +61,7 @@ struct st_fragment_program
GLuint input_map[PIPE_MAX_SHADER_INPUTS]; GLuint input_map[PIPE_MAX_SHADER_INPUTS];
struct pipe_shader_state state; struct pipe_shader_state state;
struct pipe_shader_state *driver_shader; void *driver_shader;
GLuint param_state; GLuint param_state;
@@ -88,7 +88,7 @@ struct st_vertex_program
GLuint num_inputs; GLuint num_inputs;
struct pipe_shader_state state; struct pipe_shader_state state;
struct pipe_shader_state *driver_shader; void *driver_shader;
/** For using our private draw module (glRasterPos) */ /** For using our private draw module (glRasterPos) */
struct draw_vertex_shader *draw_shader; struct draw_vertex_shader *draw_shader;