shader_type == PIPE_SHADER_FRAGMENT ||
shader_type == PIPE_SHADER_GEOMETRY ||
shader_type == PIPE_SHADER_TESS_CTRL ||
- shader_type == PIPE_SHADER_TESS_EVAL);
+ shader_type == PIPE_SHADER_TESS_EVAL ||
+ shader_type == PIPE_SHADER_COMPUTE);
+
+ /* update the ATI constants before rendering */
+ if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) {
+ struct ati_fragment_shader *ati_fs = st->fp->ati_fs;
+ unsigned c;
+
+ for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) {
+ if (ati_fs->LocalConstDef & (1 << c))
+ memcpy(params->ParameterValues[c],
+ ati_fs->Constants[c], sizeof(GLfloat) * 4);
+ else
+ memcpy(params->ParameterValues[c],
+ st->ctx->ATIFragmentShader.GlobalConstants[c], sizeof(GLfloat) * 4);
+ }
+ }
/* update constants */
if (params && params->NumParameters) {
* the parameters list are explicitly set by the user with glUniform,
* glProgramParameter(), etc.
*/
- _mesa_load_state_parameters(st->ctx, params);
+ if (params->StateFlags)
+ _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.
cb.buffer = NULL;
cb.user_buffer = NULL;
u_upload_data(st->constbuf_uploader, 0, paramBytes,
+ st->ctx->Const.UniformBufferOffsetAlignment,
params->ParameterValues, &cb.buffer_offset, &cb.buffer);
u_upload_unmap(st->constbuf_uploader);
} else {
update_tes_constants /* update */
};
+/* Compute shader:
+ */
+static void update_cs_constants(struct st_context *st )
+{
+ struct st_compute_program *cp = st->cp;
+ struct gl_program_parameter_list *params;
+
+ if (cp) {
+ params = cp->Base.Base.Parameters;
+ st_upload_constants( st, params, PIPE_SHADER_COMPUTE );
+ }
+}
+
+const struct st_tracked_state st_update_cs_constants = {
+ "st_update_cs_constants", /* name */
+ { /* dirty */
+ _NEW_PROGRAM_CONSTANTS, /* mesa */
+ ST_NEW_COMPUTE_PROGRAM, /* st */
+ },
+ update_cs_constants /* update */
+};
+
static void st_bind_ubos(struct st_context *st,
- struct gl_shader *shader,
+ struct gl_linked_shader *shader,
unsigned shader_type)
{
unsigned 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->UniformBlocks[i]->Binding];
st_obj = st_buffer_object(binding->BufferObject);
cb.buffer = st_obj->buffer;
},
bind_tes_ubos
};
+
+static void bind_cs_ubos(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
+
+ if (!prog)
+ return;
+
+ st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE],
+ PIPE_SHADER_COMPUTE);
+}
+
+const struct st_tracked_state st_bind_cs_ubos = {
+ "st_bind_cs_ubos",
+ {
+ 0,
+ ST_NEW_COMPUTE_PROGRAM | ST_NEW_UNIFORM_BUFFER,
+ },
+ bind_cs_ubos
+};