*
**************************************************************************/
-#include "pipe/p_inlines.h"
+#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "util/u_math.h"
+#include "util/u_format.h"
#include "cell_context.h"
#include "cell_gen_fragment.h"
#include "cell_state.h"
fb->width = cell->framebuffer.width;
fb->height = cell->framebuffer.height;
#if 0
- printf("EMIT color format %s\n", pf_name(fb->color_format));
- printf("EMIT depth format %s\n", pf_name(fb->depth_format));
+ printf("EMIT color format %s\n", util_format_name(fb->color_format));
+ printf("EMIT depth format %s\n", util_format_name(fb->depth_format));
#endif
}
if (cell->dirty & (CELL_NEW_FS_CONSTANTS)) {
const uint shader = PIPE_SHADER_FRAGMENT;
- const uint num_const = cell->constants[shader]->size / sizeof(float);
+ const uint num_const = cell->constants[shader]->width0 / sizeof(float);
uint i, j;
float *buf = cell_batch_alloc16(cell, ROUNDUP16(32 + num_const * sizeof(float)));
uint32_t *ibuf = (uint32_t *) buf;
- const float *constants = pipe_buffer_map(cell->pipe.screen,
- cell->constants[shader],
- PIPE_BUFFER_USAGE_CPU_READ);
+ const float *constants = cell->mapped_constants[shader];
ibuf[0] = CELL_CMD_STATE_FS_CONSTANTS;
ibuf[4] = num_const;
j = 8;
for (i = 0; i < num_const; i++) {
buf[j++] = constants[i];
}
- pipe_buffer_unmap(cell->pipe.screen, cell->constants[shader]);
}
if (cell->dirty & (CELL_NEW_FRAMEBUFFER |
texture->opcode[0] = CELL_CMD_STATE_TEXTURE;
texture->unit = i;
if (cell->texture[i]) {
- struct cell_texture *ct = cell->texture[i];
+ struct cell_resource *ct = cell->texture[i];
uint level;
for (level = 0; level < CELL_MAX_TEXTURE_LEVELS; level++) {
texture->start[level] = (ct->mapped +