Mesa (main): d3d10umd: Update for set_sampler_views take_ownership parameter.
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Tue Oct 26 14:16:19 UTC 2021
Module: Mesa
Branch: main
Commit: fb78c2de2129af9c0df84f2761e8bb94a59042fd
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=fb78c2de2129af9c0df84f2761e8bb94a59042fd
Author: Jose Fonseca <jfonseca at vmware.com>
Date: Mon Oct 25 10:58:25 2021 +0100
d3d10umd: Update for set_sampler_views take_ownership parameter.
Reviewed-by: Roland Scheidegger <sroland at vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11973>
---
src/gallium/frontends/d3d10umd/Device.cpp | 6 +++---
src/gallium/frontends/d3d10umd/Shader.cpp | 2 +-
2 files changed, 4 insertions(+), 4 deletions(-)
diff --git a/src/gallium/frontends/d3d10umd/Device.cpp b/src/gallium/frontends/d3d10umd/Device.cpp
index cd2c6cd9180..e347ce0132e 100644
--- a/src/gallium/frontends/d3d10umd/Device.cpp
+++ b/src/gallium/frontends/d3d10umd/Device.cpp
@@ -354,11 +354,11 @@ DestroyDevice(D3D10DDI_HDEVICE hDevice) // IN
static struct pipe_sampler_view * sampler_views[PIPE_MAX_SHADER_SAMPLER_VIEWS];
memset(sampler_views, 0, sizeof sampler_views);
pipe->set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0,
- PIPE_MAX_SHADER_SAMPLER_VIEWS, 0, sampler_views);
+ PIPE_MAX_SHADER_SAMPLER_VIEWS, 0, false, sampler_views);
pipe->set_sampler_views(pipe, PIPE_SHADER_VERTEX, 0,
- PIPE_MAX_SHADER_SAMPLER_VIEWS, 0, sampler_views);
+ PIPE_MAX_SHADER_SAMPLER_VIEWS, 0, false, sampler_views);
pipe->set_sampler_views(pipe, PIPE_SHADER_GEOMETRY, 0,
- PIPE_MAX_SHADER_SAMPLER_VIEWS, 0, sampler_views);
+ PIPE_MAX_SHADER_SAMPLER_VIEWS, 0, false, sampler_views);
pipe->destroy(pipe);
}
diff --git a/src/gallium/frontends/d3d10umd/Shader.cpp b/src/gallium/frontends/d3d10umd/Shader.cpp
index ce5d0edd335..e70d58a9f15 100644
--- a/src/gallium/frontends/d3d10umd/Shader.cpp
+++ b/src/gallium/frontends/d3d10umd/Shader.cpp
@@ -251,7 +251,7 @@ SetShaderResources(enum pipe_shader_type shader_type, // IN
* probably think about not updating all always... It should just work.
*/
pipe->set_sampler_views(pipe, shader_type, 0, PIPE_MAX_SHADER_SAMPLER_VIEWS,
- 0, sampler_views);
+ 0, false, sampler_views);
}
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