#include "main/imports.h"
#include "program/prog_parameter.h"
#include "program/prog_print.h"
-
+#include "main/shaderapi.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
*/
void st_upload_constants( struct st_context *st,
struct gl_program_parameter_list *params,
- unsigned shader_type)
+ gl_shader_stage stage)
{
+ enum pipe_shader_type shader_type = st_shader_stage_to_ptarget(stage);
+
assert(shader_type == PIPE_SHADER_VERTEX ||
shader_type == PIPE_SHADER_FRAGMENT ||
shader_type == PIPE_SHADER_GEOMETRY ||
if (params->StateFlags)
_mesa_load_state_parameters(st->ctx, params);
+ _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.
static void update_vs_constants(struct st_context *st )
{
struct st_vertex_program *vp = st->vp;
- struct gl_program_parameter_list *params = vp->Base.Base.Parameters;
+ struct gl_program_parameter_list *params = vp->Base.Parameters;
- st_upload_constants( st, params, PIPE_SHADER_VERTEX );
+ st_upload_constants( st, params, MESA_SHADER_VERTEX );
}
static void update_fs_constants(struct st_context *st )
{
struct st_fragment_program *fp = st->fp;
- struct gl_program_parameter_list *params = fp->Base.Base.Parameters;
+ struct gl_program_parameter_list *params = fp->Base.Parameters;
- st_upload_constants( st, params, PIPE_SHADER_FRAGMENT );
+ st_upload_constants( st, params, MESA_SHADER_FRAGMENT );
}
struct gl_program_parameter_list *params;
if (gp) {
- params = gp->Base.Base.Parameters;
- st_upload_constants( st, params, PIPE_SHADER_GEOMETRY );
+ params = gp->Base.Parameters;
+ st_upload_constants( st, params, MESA_SHADER_GEOMETRY );
}
}
struct gl_program_parameter_list *params;
if (tcp) {
- params = tcp->Base.Base.Parameters;
- st_upload_constants( st, params, PIPE_SHADER_TESS_CTRL );
+ params = tcp->Base.Parameters;
+ st_upload_constants( st, params, MESA_SHADER_TESS_CTRL );
}
}
struct gl_program_parameter_list *params;
if (tep) {
- params = tep->Base.Base.Parameters;
- st_upload_constants( st, params, PIPE_SHADER_TESS_EVAL );
+ params = tep->Base.Parameters;
+ st_upload_constants( st, params, MESA_SHADER_TESS_EVAL );
}
}
struct gl_program_parameter_list *params;
if (cp) {
- params = cp->Base.Base.Parameters;
- st_upload_constants( st, params, PIPE_SHADER_COMPUTE );
+ params = cp->Base.Parameters;
+ st_upload_constants( st, params, MESA_SHADER_COMPUTE );
}
}
if (!shader)
return;
- for (i = 0; i < shader->NumUniformBlocks; i++) {
+ for (i = 0; i < shader->Program->info.num_ubos; i++) {
struct gl_uniform_buffer_binding *binding;
struct st_buffer_object *st_obj;
- binding = &st->ctx->UniformBufferBindings[shader->UniformBlocks[i]->Binding];
+ binding = &st->ctx->UniformBufferBindings[shader->Program->sh.UniformBlocks[i]->Binding];
st_obj = st_buffer_object(binding->BufferObject);
cb.buffer = st_obj->buffer;