st/xa: stop using cso_set_sampler_views

It will be removed.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8180>
This commit is contained in:
Marek Olšák 2020-12-20 00:43:39 -05:00
parent fc78ecd379
commit 2a0195f4b9
4 changed files with 5 additions and 5 deletions

View File

@ -504,8 +504,8 @@ bind_samplers(struct xa_context *ctx,
cso_set_samplers(ctx->cso, PIPE_SHADER_FRAGMENT, num_samplers,
(const struct pipe_sampler_state **)samplers);
cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, num_samplers,
ctx->bound_sampler_views);
pipe->set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, num_samplers,
ctx->bound_sampler_views);
ctx->num_bound_samplers = num_samplers;
}

View File

@ -327,7 +327,7 @@ xa_solid_prepare(struct xa_context *ctx, struct xa_surface *dst,
renderer_bind_destination(ctx, ctx->srf);
bind_solid_blend_state(ctx);
cso_set_samplers(ctx->cso, PIPE_SHADER_FRAGMENT, 0, NULL);
cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 0, NULL);
ctx->pipe->set_sampler_views(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, XA_MAX_SAMPLERS, NULL);
shader = xa_shaders_get(ctx->shaders, vs_traits, fs_traits);
cso_set_vertex_shader_handle(ctx->cso, shader.vs);

View File

@ -442,7 +442,7 @@ renderer_copy_prepare(struct xa_context *r,
u_sampler_view_default_template(&templ,
src_texture, src_texture->format);
src_view = pipe->create_sampler_view(pipe, src_texture, &templ);
cso_set_sampler_views(r->cso, PIPE_SHADER_FRAGMENT, 1, &src_view);
pipe->set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, 1, &src_view);
pipe_sampler_view_reference(&src_view, NULL);
}

View File

@ -93,7 +93,7 @@ xa_yuv_bind_samplers(struct xa_context *r, struct xa_surface *yuv[])
}
r->num_bound_samplers = 3;
cso_set_samplers(r->cso, PIPE_SHADER_FRAGMENT, 3, (const struct pipe_sampler_state **)samplers);
cso_set_sampler_views(r->cso, PIPE_SHADER_FRAGMENT, 3, r->bound_sampler_views);
r->pipe->set_sampler_views(r->pipe, PIPE_SHADER_FRAGMENT, 0, 3, r->bound_sampler_views);
}
static void