gallium: use cso_save/restore_sampler_textures() functions

This commit is contained in:
Brian
2008-03-31 14:38:27 -06:00
parent 7139b8ef78
commit ddc0f91bfc
2 changed files with 7 additions and 11 deletions

View File

@@ -444,6 +444,7 @@ draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
cso_save_rasterizer(cso);
cso_save_samplers(cso);
cso_save_sampler_textures(cso);
cso_save_viewport(cso);
/* rasterizer state: just scissor */
@@ -493,12 +494,11 @@ draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
/* 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);
}

View File

@@ -530,14 +530,13 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
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);
}
@@ -581,9 +580,7 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
}
/* texture state: */
{
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
@@ -604,12 +601,11 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
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);
}