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path: root/mesalib/src/mesa/state_tracker/st_cb_drawpixels.c
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Diffstat (limited to 'mesalib/src/mesa/state_tracker/st_cb_drawpixels.c')
-rw-r--r--mesalib/src/mesa/state_tracker/st_cb_drawpixels.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/mesalib/src/mesa/state_tracker/st_cb_drawpixels.c b/mesalib/src/mesa/state_tracker/st_cb_drawpixels.c
index f288a9632..88068ac60 100644
--- a/mesalib/src/mesa/state_tracker/st_cb_drawpixels.c
+++ b/mesalib/src/mesa/state_tracker/st_cb_drawpixels.c
@@ -679,8 +679,8 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
cso_save_rasterizer(cso);
cso_save_viewport(cso);
- cso_save_samplers(cso);
- cso_save_fragment_sampler_views(cso);
+ cso_save_samplers(cso, PIPE_SHADER_FRAGMENT);
+ cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_save_fragment_shader(cso);
cso_save_stream_outputs(cso);
cso_save_vertex_shader(cso);
@@ -751,11 +751,11 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.normalized_coords = normalized;
- cso_single_sampler(cso, 0, &sampler);
+ cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, 0, &sampler);
if (num_sampler_view > 1) {
- cso_single_sampler(cso, 1, &sampler);
+ cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, 1, &sampler);
}
- cso_single_sampler_done(cso);
+ cso_single_sampler_done(cso, PIPE_SHADER_FRAGMENT);
}
/* viewport state: viewport matching window dims */
@@ -778,7 +778,7 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
/* texture state: */
- cso_set_fragment_sampler_views(cso, num_sampler_view, sv);
+ cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, sv);
/* Compute Gallium window coords (y=0=top) with pixel zoom.
* Recall that these coords are transformed by the current
@@ -804,8 +804,8 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
/* restore state */
cso_restore_rasterizer(cso);
cso_restore_viewport(cso);
- cso_restore_samplers(cso);
- cso_restore_fragment_sampler_views(cso);
+ cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT);
+ cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
cso_restore_geometry_shader(cso);