mesa/st: split updating vertex and fragment shader stages.
this seems like a logical thing to do and sets the correct st flags for vertex textures. Signed-off-by: Dave Airlie <airlied@redhat.com>
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@@ -56,6 +56,7 @@ static const struct st_tracked_state *atoms[] =
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&st_update_scissor,
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&st_update_blend,
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&st_update_sampler,
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&st_update_vertex_texture,
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&st_update_texture,
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&st_update_framebuffer,
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&st_update_msaa,
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@@ -60,6 +60,7 @@ extern const struct st_tracked_state st_update_blend;
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extern const struct st_tracked_state st_update_msaa;
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extern const struct st_tracked_state st_update_sampler;
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extern const struct st_tracked_state st_update_texture;
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extern const struct st_tracked_state st_update_vertex_texture;
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extern const struct st_tracked_state st_finalize_textures;
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extern const struct st_tracked_state st_update_fs_constants;
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extern const struct st_tracked_state st_update_gs_constants;
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@@ -317,20 +317,22 @@ update_fragment_textures(struct st_context *st)
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st->state.sampler_views);
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}
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static void
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update_textures(struct st_context *st)
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{
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update_fragment_textures(st);
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update_vertex_textures(st);
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}
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const struct st_tracked_state st_update_texture = {
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"st_update_texture", /* name */
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{ /* dirty */
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_NEW_TEXTURE, /* mesa */
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ST_NEW_FRAGMENT_PROGRAM, /* st */
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},
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update_textures /* update */
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update_fragment_textures /* update */
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};
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const struct st_tracked_state st_update_vertex_texture = {
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"st_update_vertex_texture", /* name */
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{ /* dirty */
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_NEW_TEXTURE, /* mesa */
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ST_NEW_VERTEX_PROGRAM, /* st */
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},
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update_vertex_textures /* update */
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};
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static void
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