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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/v3dx_emit.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/v3dx_emit.c')
-rw-r--r--src/gallium/drivers/v3d/v3dx_emit.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gallium/drivers/v3d/v3dx_emit.c b/src/gallium/drivers/v3d/v3dx_emit.c
index 0d14bcf4dde..adaf5f6c139 100644
--- a/src/gallium/drivers/v3d/v3dx_emit.c
+++ b/src/gallium/drivers/v3d/v3dx_emit.c
@@ -653,10 +653,10 @@ v3dX(emit_state)(struct pipe_context *pctx)
* the view, so we merge them together at draw time.
*/
if (v3d->dirty & VC5_DIRTY_FRAGTEX)
- emit_textures(v3d, &v3d->fragtex);
+ emit_textures(v3d, &v3d->tex[PIPE_SHADER_FRAGMENT]);
if (v3d->dirty & VC5_DIRTY_VERTTEX)
- emit_textures(v3d, &v3d->verttex);
+ emit_textures(v3d, &v3d->tex[PIPE_SHADER_VERTEX]);
#endif
if (v3d->dirty & VC5_DIRTY_FLAT_SHADE_FLAGS) {