rbug: implement pipe_context::bind_sampler_states()
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@@ -262,6 +262,39 @@ rbug_create_sampler_state(struct pipe_context *_pipe,
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return ret;
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}
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static void
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rbug_bind_sampler_states(struct pipe_context *_pipe, unsigned shader,
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unsigned start, unsigned count,
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void **samplers)
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{
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struct rbug_context *rb_pipe = rbug_context(_pipe);
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struct pipe_context *pipe = rb_pipe->pipe;
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pipe_mutex_lock(rb_pipe->call_mutex);
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if (pipe->bind_sampler_states) {
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pipe->bind_sampler_states(pipe, shader, start, count, samplers);
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}
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else {
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assert(start == 0);
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switch (shader) {
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case PIPE_SHADER_VERTEX:
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pipe->bind_vertex_sampler_states(pipe, count, samplers);
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break;
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case PIPE_SHADER_FRAGMENT:
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pipe->bind_fragment_sampler_states(pipe, count, samplers);
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break;
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case PIPE_SHADER_GEOMETRY:
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pipe->bind_geometry_sampler_states(pipe, count, samplers);
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break;
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default:
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;
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}
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}
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pipe_mutex_unlock(rb_pipe->call_mutex);
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}
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static void
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rbug_bind_fragment_sampler_states(struct pipe_context *_pipe,
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unsigned num_samplers,
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@@ -1160,6 +1193,7 @@ rbug_context_create(struct pipe_screen *_screen, struct pipe_context *pipe)
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rb_pipe->base.bind_blend_state = rbug_bind_blend_state;
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rb_pipe->base.delete_blend_state = rbug_delete_blend_state;
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rb_pipe->base.create_sampler_state = rbug_create_sampler_state;
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rb_pipe->base.bind_sampler_states = rbug_bind_sampler_states;
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rb_pipe->base.bind_fragment_sampler_states = rbug_bind_fragment_sampler_states;
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rb_pipe->base.bind_vertex_sampler_states = rbug_bind_vertex_sampler_states;
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rb_pipe->base.delete_sampler_state = rbug_delete_sampler_state;
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