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authorBrian Paul <brianp@vmware.com>2016-02-16 10:22:32 -0700
committerBrian Paul <brianp@vmware.com>2016-02-16 10:22:32 -0700
commit33fc2486063cc15e95b8fad8f130be4376f06e95 (patch)
tree80c89dffea2f40c744524e43dd307e483f7602bf /src/mesa/state_tracker/st_cb_clear.c
parent940357175517385e2f735b5243365d4b374371cd (diff)
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st/mesa: use new cso_save/restore_state() functions
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Diffstat (limited to 'src/mesa/state_tracker/st_cb_clear.c')
-rw-r--r--src/mesa/state_tracker/st_cb_clear.c46
1 files changed, 16 insertions, 30 deletions
diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c
index 264c8b9..aa72840 100644
--- a/src/mesa/state_tracker/st_cb_clear.c
+++ b/src/mesa/state_tracker/st_cb_clear.c
@@ -196,21 +196,21 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
x1, y1);
*/
- cso_save_blend(cso);
- cso_save_stencil_ref(cso);
- cso_save_depth_stencil_alpha(cso);
- cso_save_rasterizer(cso);
- cso_save_sample_mask(cso);
- cso_save_min_samples(cso);
- cso_save_viewport(cso);
- cso_save_fragment_shader(cso);
- cso_save_stream_outputs(cso);
- cso_save_vertex_shader(cso);
- cso_save_tessctrl_shader(cso);
- cso_save_tesseval_shader(cso);
- cso_save_geometry_shader(cso);
- cso_save_vertex_elements(cso);
- cso_save_aux_vertex_buffer_slot(cso);
+ cso_save_state(cso, (CSO_BIT_BLEND |
+ CSO_BIT_STENCIL_REF |
+ CSO_BIT_DEPTH_STENCIL_ALPHA |
+ CSO_BIT_RASTERIZER |
+ 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));
/* blend state: RGBA masking */
{
@@ -306,21 +306,7 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
}
/* Restore pipe state */
- cso_restore_blend(cso);
- cso_restore_stencil_ref(cso);
- cso_restore_depth_stencil_alpha(cso);
- cso_restore_rasterizer(cso);
- cso_restore_sample_mask(cso);
- cso_restore_min_samples(cso);
- cso_restore_viewport(cso);
- cso_restore_fragment_shader(cso);
- cso_restore_vertex_shader(cso);
- cso_restore_tessctrl_shader(cso);
- cso_restore_tesseval_shader(cso);
- cso_restore_geometry_shader(cso);
- cso_restore_vertex_elements(cso);
- cso_restore_aux_vertex_buffer_slot(cso);
- cso_restore_stream_outputs(cso);
+ cso_restore_state(cso);
}