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authorEric Anholt <[email protected]>2018-12-04 13:48:10 -0800
committerEric Anholt <[email protected]>2018-12-07 16:48:23 -0800
commit504d06e4c1c5664c1e208179a43adbbd27fd4522 (patch)
treed67d493896a530c379508477abc1e4d74f057170 /src/gallium/drivers/v3d/v3d_program.c
parentd1965344ac26e250f696ff15f6dff8aacbd1d6db (diff)
v3d: Make an array for frag/vert texture state in the context.
This simplifies a bunch of our texture handling, while introducing the slots necessary for adding new shader stages.
Diffstat (limited to 'src/gallium/drivers/v3d/v3d_program.c')
-rw-r--r--src/gallium/drivers/v3d/v3d_program.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gallium/drivers/v3d/v3d_program.c b/src/gallium/drivers/v3d/v3d_program.c
index 25b346fd11b..6c9d5c461ab 100644
--- a/src/gallium/drivers/v3d/v3d_program.c
+++ b/src/gallium/drivers/v3d/v3d_program.c
@@ -419,7 +419,7 @@ v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
}
memset(key, 0, sizeof(*key));
- v3d_setup_shared_key(v3d, &key->base, &v3d->fragtex);
+ v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_FRAGMENT]);
key->base.shader_state = v3d->prog.bind_fs;
key->is_points = (prim_mode == PIPE_PRIM_POINTS);
key->is_lines = (prim_mode >= PIPE_PRIM_LINES &&
@@ -530,7 +530,7 @@ v3d_update_compiled_vs(struct v3d_context *v3d, uint8_t prim_mode)
}
memset(key, 0, sizeof(*key));
- v3d_setup_shared_key(v3d, &key->base, &v3d->verttex);
+ v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_VERTEX]);
key->base.shader_state = v3d->prog.bind_vs;
key->num_fs_inputs = v3d->prog.fs->prog_data.fs->base.num_inputs;
STATIC_ASSERT(sizeof(key->fs_inputs) ==