use cso fs/vs handle functions
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@@ -318,8 +318,8 @@ util_blit_pixels(struct blit_state *ctx,
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cso_set_sampler_textures(ctx->cso, 1, &tex);
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/* shaders */
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cso_set_fragment_shader(ctx->cso, ctx->fs);
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cso_set_vertex_shader(ctx->cso, ctx->vs);
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cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
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cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
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/* drawing dest */
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memset(&fb, 0, sizeof(fb));
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@@ -888,8 +888,8 @@ util_gen_mipmap(struct gen_mipmap_state *ctx,
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cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
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cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
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cso_set_fragment_shader(ctx->cso, ctx->fs);
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cso_set_vertex_shader(ctx->cso, ctx->vs);
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cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
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cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
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#if 0
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cso_set_viewport(ctx->cso, &ctx->viewport);
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#endif
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@@ -273,8 +273,8 @@ update_linkage( struct st_context *st )
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st->vp = stvp;
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st->fp = stfp;
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cso_set_vertex_shader(st->cso_context, stvp->driver_shader);
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cso_set_fragment_shader(st->cso_context, stfp->driver_shader);
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cso_set_vertex_shader_handle(st->cso_context, stvp->driver_shader);
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cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
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st->vertex_result_to_slot = xvp->output_to_slot;
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}
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@@ -446,10 +446,10 @@ draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
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cso_set_rasterizer(cso, &st->bitmap.rasterizer);
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/* fragment shader state: TEX lookup program */
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cso_set_fragment_shader(cso, stfp->driver_shader);
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cso_set_fragment_shader_handle(cso, stfp->driver_shader);
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/* vertex shader state: position + texcoord pass-through */
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cso_set_vertex_shader(cso, st->bitmap.vs);
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cso_set_vertex_shader_handle(cso, st->bitmap.vs);
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/* sampler / texture state */
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cso_single_sampler(cso, 0, &st->bitmap.sampler);
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@@ -274,8 +274,8 @@ clear_with_quad(GLcontext *ctx,
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cso_set_rasterizer(st->cso_context, &st->clear.raster);
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cso_set_viewport(st->cso_context, &st->clear.viewport);
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cso_set_fragment_shader(st->cso_context, st->clear.fs);
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cso_set_vertex_shader(st->cso_context, st->clear.vs);
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cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
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cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
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/* draw quad matching scissor rect (XXX verify coord round-off) */
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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,
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}
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/* fragment shader state: TEX lookup program */
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cso_set_fragment_shader(cso, stfp->driver_shader);
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cso_set_fragment_shader_handle(cso, stfp->driver_shader);
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/* vertex shader state: position + texcoord pass-through */
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cso_set_vertex_shader(cso, stvp->driver_shader);
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cso_set_vertex_shader_handle(cso, stvp->driver_shader);
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/* texture sampling state: */
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@@ -61,7 +61,7 @@ struct st_fragment_program
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GLuint input_map[PIPE_MAX_SHADER_INPUTS];
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struct pipe_shader_state state;
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struct pipe_shader_state *driver_shader;
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void *driver_shader;
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GLuint param_state;
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@@ -88,7 +88,7 @@ struct st_vertex_program
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GLuint num_inputs;
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struct pipe_shader_state state;
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struct pipe_shader_state *driver_shader;
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void *driver_shader;
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/** For using our private draw module (glRasterPos) */
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struct draw_vertex_shader *draw_shader;
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