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path: root/src/mesa/state_tracker/st_cb_bitmap.c
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Diffstat (limited to 'src/mesa/state_tracker/st_cb_bitmap.c')
-rw-r--r--src/mesa/state_tracker/st_cb_bitmap.c13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/mesa/state_tracker/st_cb_bitmap.c b/src/mesa/state_tracker/st_cb_bitmap.c
index c2605887428..131efcabc6b 100644
--- a/src/mesa/state_tracker/st_cb_bitmap.c
+++ b/src/mesa/state_tracker/st_cb_bitmap.c
@@ -454,8 +454,8 @@ draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
assert(height <= (GLsizei)maxSize);
cso_save_rasterizer(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_viewport(cso);
cso_save_fragment_shader(cso);
cso_save_stream_outputs(cso);
@@ -487,7 +487,8 @@ draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
}
samplers[fpv->bitmap_sampler] =
&st->bitmap.samplers[sv->texture->target != PIPE_TEXTURE_RECT];
- cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers);
+ cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num,
+ (const struct pipe_sampler_state **) samplers);
}
/* user textures, plus the bitmap texture */
@@ -496,7 +497,7 @@ draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
uint num = MAX2(fpv->bitmap_sampler + 1, st->state.num_textures);
memcpy(sampler_views, st->state.sampler_views, sizeof(sampler_views));
sampler_views[fpv->bitmap_sampler] = sv;
- cso_set_fragment_sampler_views(cso, num, sampler_views);
+ cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
}
/* viewport state: viewport matching window dims */
@@ -535,8 +536,8 @@ draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
/* restore state */
cso_restore_rasterizer(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_viewport(cso);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);