*/
#include "main/imports.h"
-#include "shader/prog_parameter.h"
-#include "shader/prog_print.h"
+#include "program/prog_parameter.h"
+#include "program/prog_print.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "st_atom.h"
#include "st_atom_constbuf.h"
#include "st_program.h"
-#include "st_inlines.h"
/**
unsigned shader_type)
{
struct pipe_context *pipe = st->pipe;
- struct pipe_resource **cbuf = &st->state.constants[shader_type];
assert(shader_type == PIPE_SHADER_VERTEX ||
- shader_type == PIPE_SHADER_FRAGMENT);
+ shader_type == PIPE_SHADER_FRAGMENT ||
+ shader_type == PIPE_SHADER_GEOMETRY);
/* update constants */
if (params && params->NumParameters) {
+ struct pipe_resource *cbuf;
const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;
+ /* Update the constants which come from fixed-function state, such as
+ * transformation matrices, fog factors, etc. The rest of the values in
+ * the parameters list are explicitly set by the user with glUniform,
+ * glProgramParameter(), etc.
+ */
_mesa_load_state_parameters(st->ctx, params);
/* We always need to get a new buffer, to keep the drivers simple and
* avoid gratuitous rendering synchronization.
+ * Let's use a user buffer to avoid an unnecessary copy.
*/
- pipe_resource_reference(cbuf, NULL );
- *cbuf = pipe_buffer_create(pipe->screen,
- PIPE_BIND_CONSTANT_BUFFER,
- paramBytes );
+ cbuf = pipe_user_buffer_create(pipe->screen,
+ params->ParameterValues,
+ paramBytes,
+ PIPE_BIND_CONSTANT_BUFFER);
if (ST_DEBUG & DEBUG_CONSTANTS) {
debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n",
_mesa_print_parameter_list(params);
}
- /* load Mesa constants into the constant buffer */
- st_no_flush_pipe_buffer_write(st, *cbuf,
- 0, paramBytes,
- params->ParameterValues);
+ st->pipe->set_constant_buffer(st->pipe, shader_type, 0, cbuf);
+ pipe_resource_reference(&cbuf, NULL);
- st->pipe->set_constant_buffer(st->pipe, shader_type, 0, *cbuf);
+ st->state.constants[shader_type].ptr = params->ParameterValues;
+ st->state.constants[shader_type].size = paramBytes;
}
- else {
- st->constants.tracked_state[shader_type].dirty.mesa = 0x0;
+ else if (st->state.constants[shader_type].ptr) {
+ st->state.constants[shader_type].ptr = NULL;
+ st->state.constants[shader_type].size = 0;
+ st->pipe->set_constant_buffer(st->pipe, shader_type, 0, NULL);
}
}
update_fs_constants /* update */
};
+/* Geometry shader:
+ */
+static void update_gs_constants(struct st_context *st )
+{
+ struct st_geometry_program *gp = st->gp;
+ struct gl_program_parameter_list *params;
+
+ if (gp) {
+ params = gp->Base.Base.Parameters;
+ st_upload_constants( st, params, PIPE_SHADER_GEOMETRY );
+ }
+}
+
+const struct st_tracked_state st_update_gs_constants = {
+ "st_update_gs_constants", /* name */
+ { /* dirty */
+ (_NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS), /* mesa */
+ ST_NEW_GEOMETRY_PROGRAM, /* st */
+ },
+ update_gs_constants /* update */
+};