gallium/util: use cso_set_samplers
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@@ -37,6 +37,7 @@ pp_nocolor(struct pp_queue_t *ppq, struct pipe_resource *in,
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{
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struct pp_program *p = ppq->p;
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const struct pipe_sampler_state *samplers[] = {&p->sampler_point};
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pp_filter_setup_in(p, in);
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pp_filter_setup_out(p, out);
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@@ -44,8 +45,7 @@ pp_nocolor(struct pp_queue_t *ppq, struct pipe_resource *in,
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pp_filter_set_fb(p);
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pp_filter_misc_state(p);
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cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
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cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
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cso_set_samplers(p->cso, PIPE_SHADER_FRAGMENT, 1, samplers);
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cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);
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cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][0]);
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@@ -141,8 +141,10 @@ pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
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p->pipe->clear(p->pipe, PIPE_CLEAR_STENCIL | PIPE_CLEAR_COLOR0,
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&p->clear_color, 0, 0);
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cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
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cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
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{
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const struct pipe_sampler_state *samplers[] = {&p->sampler_point};
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cso_set_samplers(p->cso, PIPE_SHADER_FRAGMENT, 1, samplers);
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}
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cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);
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cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]); /* offsetvs */
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@@ -168,10 +170,11 @@ pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
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pp_filter_set_clear_fb(p);
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cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
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cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
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cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 2, &p->sampler);
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cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
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{
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const struct pipe_sampler_state *samplers[] =
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{&p->sampler_point, &p->sampler_point, &p->sampler};
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cso_set_samplers(p->cso, PIPE_SHADER_FRAGMENT, 3, samplers);
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}
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arr[0] = p->view;
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cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 3, arr);
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@@ -199,9 +202,11 @@ pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
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u_sampler_view_default_template(&v_tmp, in, in->format);
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arr[0] = p->pipe->create_sampler_view(p->pipe, in, &v_tmp);
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cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
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cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
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cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
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{
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const struct pipe_sampler_state *samplers[] =
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{&p->sampler_point, &p->sampler_point};
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cso_set_samplers(p->cso, PIPE_SHADER_FRAGMENT, 2, samplers);
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}
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arr[1] = p->view;
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cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 2, arr);
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@@ -572,8 +572,10 @@ util_blit_pixels_tex(struct blit_state *ctx,
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ctx->sampler.normalized_coords = normalized;
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ctx->sampler.min_img_filter = filter;
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ctx->sampler.mag_img_filter = filter;
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cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
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cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
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{
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const struct pipe_sampler_state *samplers[] = {&ctx->sampler};
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cso_set_samplers(ctx->cso, PIPE_SHADER_FRAGMENT, 1, samplers);
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}
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/* viewport */
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ctx->viewport.scale[0] = 0.5f * dst->width;
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