{
assert(shader_type == PIPE_SHADER_VERTEX ||
shader_type == PIPE_SHADER_FRAGMENT ||
- shader_type == PIPE_SHADER_GEOMETRY);
+ shader_type == PIPE_SHADER_GEOMETRY ||
+ shader_type == PIPE_SHADER_TESS_CTRL ||
+ shader_type == PIPE_SHADER_TESS_EVAL);
/* update constants */
if (params && params->NumParameters) {
if (ST_DEBUG & DEBUG_CONSTANTS) {
debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n",
- __FUNCTION__, shader_type, params->NumParameters,
+ __func__, shader_type, params->NumParameters,
params->StateFlags);
_mesa_print_parameter_list(params);
}
update_gs_constants /* update */
};
+/* Tessellation control shader:
+ */
+static void update_tcs_constants(struct st_context *st )
+{
+ struct st_tessctrl_program *tcp = st->tcp;
+ struct gl_program_parameter_list *params;
+
+ if (tcp) {
+ params = tcp->Base.Base.Parameters;
+ st_upload_constants( st, params, PIPE_SHADER_TESS_CTRL );
+ }
+}
+
+const struct st_tracked_state st_update_tcs_constants = {
+ "st_update_tcs_constants", /* name */
+ { /* dirty */
+ _NEW_PROGRAM_CONSTANTS, /* mesa */
+ ST_NEW_TESSCTRL_PROGRAM, /* st */
+ },
+ update_tcs_constants /* update */
+};
+
+/* Tessellation evaluation shader:
+ */
+static void update_tes_constants(struct st_context *st )
+{
+ struct st_tesseval_program *tep = st->tep;
+ struct gl_program_parameter_list *params;
+
+ if (tep) {
+ params = tep->Base.Base.Parameters;
+ st_upload_constants( st, params, PIPE_SHADER_TESS_EVAL );
+ }
+}
+
+const struct st_tracked_state st_update_tes_constants = {
+ "st_update_tes_constants", /* name */
+ { /* dirty */
+ _NEW_PROGRAM_CONSTANTS, /* mesa */
+ ST_NEW_TESSEVAL_PROGRAM, /* st */
+ },
+ update_tes_constants /* update */
+};
+
static void st_bind_ubos(struct st_context *st,
struct gl_shader *shader,
unsigned shader_type)
static void bind_vs_ubos(struct st_context *st)
{
- struct gl_shader_program *prog = st->ctx->Shader.CurrentVertexProgram;
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
if (!prog)
return;
static void bind_fs_ubos(struct st_context *st)
{
- struct gl_shader_program *prog = st->ctx->Shader.CurrentFragmentProgram;
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
if (!prog)
return;
static void bind_gs_ubos(struct st_context *st)
{
- struct gl_shader_program *prog = st->ctx->Shader.CurrentGeometryProgram;
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
if (!prog)
return;
},
bind_gs_ubos
};
+
+static void bind_tcs_ubos(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
+
+ if (!prog)
+ return;
+
+ st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL], PIPE_SHADER_TESS_CTRL);
+}
+
+const struct st_tracked_state st_bind_tcs_ubos = {
+ "st_bind_tcs_ubos",
+ {
+ 0,
+ ST_NEW_TESSCTRL_PROGRAM | ST_NEW_UNIFORM_BUFFER,
+ },
+ bind_tcs_ubos
+};
+
+static void bind_tes_ubos(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
+
+ if (!prog)
+ return;
+
+ st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL], PIPE_SHADER_TESS_EVAL);
+}
+
+const struct st_tracked_state st_bind_tes_ubos = {
+ "st_bind_tes_ubos",
+ {
+ 0,
+ ST_NEW_TESSEVAL_PROGRAM | ST_NEW_UNIFORM_BUFFER,
+ },
+ bind_tes_ubos
+};