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authorBrian Paul <[email protected]>2012-08-02 13:02:40 -0600
committerBrian Paul <[email protected]>2012-08-03 07:16:35 -0600
commitea6f035ae90895bd4ee3247408eb179dfdf96d22 (patch)
tree19df9d3c7b12cb641cea4ccb84950c09992c1732 /src/gallium/auxiliary/postprocess/pp_mlaa.c
parent350f12fb657a2ac860796c179233fa357e4bf46c (diff)
gallium: consolidate CSO sampler and sampler_view functions
Merge the vertex/fragment versions of the cso_set/save/restore_samplers() functions. Now we pass the shader stage (PIPE_SHADER_x) to the function to indicate vertex/fragment/geometry samplers. For example: cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, unit, sampler); This results in quite a bit of code reduction, fewer CSO functions and support for geometry shaders. Reviewed-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/postprocess/pp_mlaa.c')
-rw-r--r--src/gallium/auxiliary/postprocess/pp_mlaa.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/gallium/auxiliary/postprocess/pp_mlaa.c b/src/gallium/auxiliary/postprocess/pp_mlaa.c
index 951b76f0e89..297f3e443c1 100644
--- a/src/gallium/auxiliary/postprocess/pp_mlaa.c
+++ b/src/gallium/auxiliary/postprocess/pp_mlaa.c
@@ -125,9 +125,9 @@ pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
p->pipe->clear(p->pipe, PIPE_CLEAR_STENCIL | PIPE_CLEAR_COLOR,
&p->clear_color, 0, 0);
- cso_single_sampler(p->cso, 0, &p->sampler_point);
- cso_single_sampler_done(p->cso);
- cso_set_fragment_sampler_views(p->cso, 1, &p->view);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
+ cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
+ cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);
cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]); /* offsetvs */
cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][2]);
@@ -152,13 +152,13 @@ pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
pp_filter_set_clear_fb(p);
- cso_single_sampler(p->cso, 0, &p->sampler_point);
- cso_single_sampler(p->cso, 1, &p->sampler_point);
- cso_single_sampler(p->cso, 2, &p->sampler);
- cso_single_sampler_done(p->cso);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 2, &p->sampler);
+ cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
arr[0] = p->view;
- cso_set_fragment_sampler_views(p->cso, 3, arr);
+ cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 3, arr);
cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][0]); /* passvs */
cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][3]);
@@ -184,12 +184,12 @@ pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
u_sampler_view_default_template(&v_tmp, in, in->format);
arr[0] = p->pipe->create_sampler_view(p->pipe, in, &v_tmp);
- cso_single_sampler(p->cso, 0, &p->sampler_point);
- cso_single_sampler(p->cso, 1, &p->sampler_point);
- cso_single_sampler_done(p->cso);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
+ cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
arr[1] = p->view;
- cso_set_fragment_sampler_views(p->cso, 2, arr);
+ cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 2, arr);
cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]); /* offsetvs */
cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][4]);