static void update_samplers(struct st_context *st) { const struct gl_context *ctx = st->ctx; update_shader_samplers(st, PIPE_SHADER_FRAGMENT, &ctx->FragmentProgram._Current->Base, ctx->Const.FragmentProgram.MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_FRAGMENT], &st->state.num_samplers[PIPE_SHADER_FRAGMENT]); update_shader_samplers(st, PIPE_SHADER_VERTEX, &ctx->VertexProgram._Current->Base, ctx->Const.VertexProgram.MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_VERTEX], &st->state.num_samplers[PIPE_SHADER_VERTEX]); if (ctx->GeometryProgram._Current) { update_shader_samplers(st, PIPE_SHADER_GEOMETRY, &ctx->GeometryProgram._Current->Base, ctx->Const.GeometryProgram.MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_GEOMETRY], &st->state.num_samplers[PIPE_SHADER_GEOMETRY]); } }
static void update_samplers(struct st_context *st) { const struct gl_context *ctx = st->ctx; update_shader_samplers(st, PIPE_SHADER_FRAGMENT, &ctx->FragmentProgram._Current->Base, ctx->Const.MaxTextureImageUnits, st->state.fragment_samplers, &st->state.num_fragment_samplers); update_shader_samplers(st, PIPE_SHADER_VERTEX, &ctx->VertexProgram._Current->Base, ctx->Const.MaxVertexTextureImageUnits, st->state.vertex_samplers, &st->state.num_vertex_samplers); /* update_shader_samplers(st, PIPE_SHADER_GEOMETRY, &ctx->GeometryProgram._Current->Base, ctx->Const.MaxGeometryTextureImageUnits, st->state.geometry_samplers, &st->state.num_geometry_samplers); */ }
static void update_samplers(struct st_context *st) { const struct gl_context *ctx = st->ctx; update_shader_samplers(st, PIPE_SHADER_FRAGMENT, &ctx->FragmentProgram._Current->Base, ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_FRAGMENT], &st->state.num_samplers[PIPE_SHADER_FRAGMENT]); update_shader_samplers(st, PIPE_SHADER_VERTEX, &ctx->VertexProgram._Current->Base, ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_VERTEX], &st->state.num_samplers[PIPE_SHADER_VERTEX]); if (ctx->GeometryProgram._Current) { update_shader_samplers(st, PIPE_SHADER_GEOMETRY, &ctx->GeometryProgram._Current->Base, ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_GEOMETRY], &st->state.num_samplers[PIPE_SHADER_GEOMETRY]); } if (ctx->TessCtrlProgram._Current) { update_shader_samplers(st, PIPE_SHADER_TESS_CTRL, &ctx->TessCtrlProgram._Current->Base, ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_TESS_CTRL], &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]); } if (ctx->TessEvalProgram._Current) { update_shader_samplers(st, PIPE_SHADER_TESS_EVAL, &ctx->TessEvalProgram._Current->Base, ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_TESS_EVAL], &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]); } }