/** * Called whenever we're about to draw (no dirty flag, FIXME?). */ void llvmpipe_prepare_geometry_sampling(struct llvmpipe_context *lp, unsigned num, struct pipe_sampler_view **views) { prepare_shader_sampling(lp, num, views, PIPE_SHADER_GEOMETRY); }
/** * Called whenever we're about to draw (no dirty flag, FIXME?). */ void llvmpipe_prepare_vertex_sampling(struct llvmpipe_context *lp, unsigned num, struct pipe_sampler_view **views) { prepare_shader_sampling(lp, num, views, PIPE_SHADER_VERTEX); }
/** * Called during state validation when SP_NEW_TEXTURE is set. */ void softpipe_prepare_geometry_sampling(struct softpipe_context *sp, unsigned num, struct pipe_sampler_view **views) { prepare_shader_sampling(sp, num, views, PIPE_SHADER_GEOMETRY, sp->mapped_gs_tex); }
/** * Called during state validation when SP_NEW_TEXTURE is set. */ void softpipe_prepare_vertex_sampling(struct softpipe_context *sp, unsigned num, struct pipe_sampler_view **views) { prepare_shader_sampling(sp, num, views, PIPE_SHADER_VERTEX, sp->mapped_vs_tex); }