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authorKeith Whitwell <keith@tungstengraphics.com>2008-04-21 20:26:19 +0100
committerKeith Whitwell <keith@tungstengraphics.com>2008-04-21 20:52:54 +0100
commit01dfa6cde157321f565bab949f23f367ed20fa0e (patch)
treeccf9940c101179565a5efe64d552771007370ae3 /src/mesa/state_tracker
parent1dc5e56f3e48b629daa18c2d8631c96bda638eb6 (diff)
use cso fs/vs handle functions
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r--src/mesa/state_tracker/st_atom_shader.c4
-rw-r--r--src/mesa/state_tracker/st_cb_bitmap.c4
-rw-r--r--src/mesa/state_tracker/st_cb_clear.c4
-rw-r--r--src/mesa/state_tracker/st_cb_drawpixels.c4
-rw-r--r--src/mesa/state_tracker/st_program.h4
5 files changed, 10 insertions, 10 deletions
diff --git a/src/mesa/state_tracker/st_atom_shader.c b/src/mesa/state_tracker/st_atom_shader.c
index 4a641a4a73..3f5ec71112 100644
--- a/src/mesa/state_tracker/st_atom_shader.c
+++ b/src/mesa/state_tracker/st_atom_shader.c
@@ -273,8 +273,8 @@ update_linkage( struct st_context *st )
st->vp = stvp;
st->fp = stfp;
- cso_set_vertex_shader(st->cso_context, stvp->driver_shader);
- cso_set_fragment_shader(st->cso_context, stfp->driver_shader);
+ cso_set_vertex_shader_handle(st->cso_context, stvp->driver_shader);
+ cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
st->vertex_result_to_slot = xvp->output_to_slot;
}
diff --git a/src/mesa/state_tracker/st_cb_bitmap.c b/src/mesa/state_tracker/st_cb_bitmap.c
index 1b863143e0..71a848ea54 100644
--- a/src/mesa/state_tracker/st_cb_bitmap.c
+++ b/src/mesa/state_tracker/st_cb_bitmap.c
@@ -446,10 +446,10 @@ draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
cso_set_rasterizer(cso, &st->bitmap.rasterizer);
/* fragment shader state: TEX lookup program */
- cso_set_fragment_shader(cso, stfp->driver_shader);
+ cso_set_fragment_shader_handle(cso, stfp->driver_shader);
/* vertex shader state: position + texcoord pass-through */
- cso_set_vertex_shader(cso, st->bitmap.vs);
+ cso_set_vertex_shader_handle(cso, st->bitmap.vs);
/* sampler / texture state */
cso_single_sampler(cso, 0, &st->bitmap.sampler);
diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c
index bb27faad21..dac346a06c 100644
--- a/src/mesa/state_tracker/st_cb_clear.c
+++ b/src/mesa/state_tracker/st_cb_clear.c
@@ -274,8 +274,8 @@ clear_with_quad(GLcontext *ctx,
cso_set_rasterizer(st->cso_context, &st->clear.raster);
cso_set_viewport(st->cso_context, &st->clear.viewport);
- cso_set_fragment_shader(st->cso_context, st->clear.fs);
- cso_set_vertex_shader(st->cso_context, st->clear.vs);
+ cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
+ cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
/* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c
index 75261c3350..3921500659 100644
--- a/src/mesa/state_tracker/st_cb_drawpixels.c
+++ b/src/mesa/state_tracker/st_cb_drawpixels.c
@@ -545,10 +545,10 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
}
/* fragment shader state: TEX lookup program */
- cso_set_fragment_shader(cso, stfp->driver_shader);
+ cso_set_fragment_shader_handle(cso, stfp->driver_shader);
/* vertex shader state: position + texcoord pass-through */
- cso_set_vertex_shader(cso, stvp->driver_shader);
+ cso_set_vertex_shader_handle(cso, stvp->driver_shader);
/* texture sampling state: */
diff --git a/src/mesa/state_tracker/st_program.h b/src/mesa/state_tracker/st_program.h
index 63d6590540..dced31e88e 100644
--- a/src/mesa/state_tracker/st_program.h
+++ b/src/mesa/state_tracker/st_program.h
@@ -61,7 +61,7 @@ struct st_fragment_program
GLuint input_map[PIPE_MAX_SHADER_INPUTS];
struct pipe_shader_state state;
- struct pipe_shader_state *driver_shader;
+ void *driver_shader;
GLuint param_state;
@@ -88,7 +88,7 @@ struct st_vertex_program
GLuint num_inputs;
struct pipe_shader_state state;
- struct pipe_shader_state *driver_shader;
+ void *driver_shader;
/** For using our private draw module (glRasterPos) */
struct draw_vertex_shader *draw_shader;