st/mesa: use new CSO_BITS_ALL_SHADERS

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Brian Paul 2016-02-16 10:22:32 -07:00
parent 1bf8fa8277
commit f90801cd40
4 changed files with 9 additions and 24 deletions

View File

@ -217,14 +217,11 @@ setup_render_state(struct gl_context *ctx,
CSO_BIT_FRAGMENT_SAMPLERS |
CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
CSO_BIT_VIEWPORT |
CSO_BIT_FRAGMENT_SHADER |
CSO_BIT_STREAM_OUTPUTS |
CSO_BIT_TESSCTRL_SHADER |
CSO_BIT_TESSEVAL_SHADER |
CSO_BIT_GEOMETRY_SHADER |
CSO_BIT_VERTEX_ELEMENTS |
CSO_BIT_VERTEX_SHADER |
CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
CSO_BITS_ALL_SHADERS));
/* rasterizer state: just scissor */
st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1;

View File

@ -203,14 +203,10 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
CSO_BIT_SAMPLE_MASK |
CSO_BIT_MIN_SAMPLES |
CSO_BIT_VIEWPORT |
CSO_BIT_FRAGMENT_SHADER |
CSO_BIT_STREAM_OUTPUTS |
CSO_BIT_VERTEX_SHADER |
CSO_BIT_TESSCTRL_SHADER |
CSO_BIT_TESSEVAL_SHADER |
CSO_BIT_GEOMETRY_SHADER |
CSO_BIT_VERTEX_ELEMENTS |
CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
CSO_BITS_ALL_SHADERS));
/* blend state: RGBA masking */
{

View File

@ -479,14 +479,10 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
CSO_BIT_VIEWPORT |
CSO_BIT_FRAGMENT_SAMPLERS |
CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
CSO_BIT_FRAGMENT_SHADER |
CSO_BIT_STREAM_OUTPUTS |
CSO_BIT_VERTEX_SHADER |
CSO_BIT_TESSCTRL_SHADER |
CSO_BIT_TESSEVAL_SHADER |
CSO_BIT_GEOMETRY_SHADER |
CSO_BIT_VERTEX_ELEMENTS |
CSO_BIT_AUX_VERTEX_BUFFER_SLOT);
CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
CSO_BITS_ALL_SHADERS);
if (write_stencil) {
cso_state_mask |= (CSO_BIT_DEPTH_STENCIL_ALPHA |
CSO_BIT_BLEND);

View File

@ -1341,12 +1341,8 @@ try_pbo_upload_common(struct gl_context *ctx,
CSO_BIT_VIEWPORT |
CSO_BIT_BLEND |
CSO_BIT_RASTERIZER |
CSO_BIT_VERTEX_SHADER |
CSO_BIT_GEOMETRY_SHADER |
CSO_BIT_TESSCTRL_SHADER |
CSO_BIT_TESSEVAL_SHADER |
CSO_BIT_FRAGMENT_SHADER |
CSO_BIT_STREAM_OUTPUTS));
CSO_BIT_STREAM_OUTPUTS |
CSO_BITS_ALL_SHADERS));
cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);