st/mesa: use new CSO_BITS_ALL_SHADERS
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@ -217,14 +217,11 @@ setup_render_state(struct gl_context *ctx,
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CSO_BIT_FRAGMENT_SAMPLERS |
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CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
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CSO_BIT_VIEWPORT |
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CSO_BIT_FRAGMENT_SHADER |
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CSO_BIT_STREAM_OUTPUTS |
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CSO_BIT_TESSCTRL_SHADER |
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CSO_BIT_TESSEVAL_SHADER |
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CSO_BIT_GEOMETRY_SHADER |
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CSO_BIT_VERTEX_ELEMENTS |
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CSO_BIT_VERTEX_SHADER |
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CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
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CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
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CSO_BITS_ALL_SHADERS));
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/* rasterizer state: just scissor */
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st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1;
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@ -203,14 +203,10 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
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CSO_BIT_SAMPLE_MASK |
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CSO_BIT_MIN_SAMPLES |
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CSO_BIT_VIEWPORT |
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CSO_BIT_FRAGMENT_SHADER |
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CSO_BIT_STREAM_OUTPUTS |
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CSO_BIT_VERTEX_SHADER |
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CSO_BIT_TESSCTRL_SHADER |
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CSO_BIT_TESSEVAL_SHADER |
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CSO_BIT_GEOMETRY_SHADER |
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CSO_BIT_VERTEX_ELEMENTS |
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CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
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CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
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CSO_BITS_ALL_SHADERS));
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/* blend state: RGBA masking */
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{
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@ -479,14 +479,10 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
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CSO_BIT_VIEWPORT |
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CSO_BIT_FRAGMENT_SAMPLERS |
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CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
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CSO_BIT_FRAGMENT_SHADER |
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CSO_BIT_STREAM_OUTPUTS |
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CSO_BIT_VERTEX_SHADER |
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CSO_BIT_TESSCTRL_SHADER |
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CSO_BIT_TESSEVAL_SHADER |
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CSO_BIT_GEOMETRY_SHADER |
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CSO_BIT_VERTEX_ELEMENTS |
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CSO_BIT_AUX_VERTEX_BUFFER_SLOT);
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CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
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CSO_BITS_ALL_SHADERS);
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if (write_stencil) {
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cso_state_mask |= (CSO_BIT_DEPTH_STENCIL_ALPHA |
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CSO_BIT_BLEND);
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@ -1341,12 +1341,8 @@ try_pbo_upload_common(struct gl_context *ctx,
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CSO_BIT_VIEWPORT |
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CSO_BIT_BLEND |
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CSO_BIT_RASTERIZER |
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CSO_BIT_VERTEX_SHADER |
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CSO_BIT_GEOMETRY_SHADER |
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CSO_BIT_TESSCTRL_SHADER |
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CSO_BIT_TESSEVAL_SHADER |
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CSO_BIT_FRAGMENT_SHADER |
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CSO_BIT_STREAM_OUTPUTS));
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CSO_BIT_STREAM_OUTPUTS |
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CSO_BITS_ALL_SHADERS));
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cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
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