{
gl_shader_stage stage = prog->info.stage;
struct gl_program_parameter_list *params = prog->Parameters;
- enum pipe_shader_type shader_type = st_shader_stage_to_ptarget(stage);
+ enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage);
assert(shader_type == PIPE_SHADER_VERTEX ||
shader_type == PIPE_SHADER_FRAGMENT ||
_mesa_shader_write_subroutine_indices(st->ctx, stage);
- /* 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.
- */
- if (!st->has_user_constbuf) {
- cb.buffer = NULL;
- cb.user_buffer = NULL;
- u_upload_data(st->pipe->const_uploader, 0, paramBytes,
- st->ctx->Const.UniformBufferOffsetAlignment,
- params->ParameterValues, &cb.buffer_offset, &cb.buffer);
- u_upload_unmap(st->pipe->const_uploader);
- } else {
- cb.buffer = NULL;
- cb.user_buffer = params->ParameterValues;
- cb.buffer_offset = 0;
- }
+ cb.buffer = NULL;
+ cb.user_buffer = params->ParameterValues;
+ cb.buffer_offset = 0;
cb.buffer_size = paramBytes;
if (ST_DEBUG & DEBUG_CONSTANTS) {
return;
for (i = 0; i < prog->info.num_ubos; i++) {
- struct gl_uniform_buffer_binding *binding;
+ struct gl_buffer_binding *binding;
struct st_buffer_object *st_obj;
binding =