#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_upload_mgr.h"
+#include "cso_cache/cso_context.h"
#include "st_debug.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_atom_constbuf.h"
#include "st_program.h"
-
+#include "st_cb_bufferobjects.h"
/**
* Pass the given program parameters to the graphics pipe as a
_mesa_print_parameter_list(params);
}
- st->pipe->set_constant_buffer(st->pipe, shader_type, 0, &cb);
+ cso_set_constant_buffer(st->cso_context, shader_type, 0, &cb);
pipe_resource_reference(&cb.buffer, NULL);
st->state.constants[shader_type].ptr = params->ParameterValues;
st->state.constants[shader_type].size = paramBytes;
}
else if (st->state.constants[shader_type].ptr) {
+ /* Unbind. */
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);
+ cso_set_constant_buffer(st->cso_context, shader_type, 0, NULL);
}
}
},
update_gs_constants /* update */
};
+
+static void st_bind_ubos(struct st_context *st,
+ struct gl_shader *shader,
+ unsigned shader_type)
+{
+ unsigned i;
+ struct pipe_constant_buffer cb = { 0 };
+
+ if (!shader)
+ return;
+
+ for (i = 0; i < shader->NumUniformBlocks; i++) {
+ struct gl_uniform_buffer_binding *binding;
+ struct st_buffer_object *st_obj;
+
+ binding = &st->ctx->UniformBufferBindings[shader->UniformBlocks[i].Binding];
+ st_obj = st_buffer_object(binding->BufferObject);
+
+ cb.buffer = st_obj->buffer;
+
+ if (cb.buffer) {
+ cb.buffer_offset = binding->Offset;
+ cb.buffer_size = cb.buffer->width0 - binding->Offset;
+
+ /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
+ * Take the minimum just to be sure.
+ */
+ if (!binding->AutomaticSize)
+ cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
+ }
+ else {
+ cb.buffer_offset = 0;
+ cb.buffer_size = 0;
+ }
+
+ cso_set_constant_buffer(st->cso_context, shader_type, 1 + i, &cb);
+ }
+}
+
+static void bind_vs_ubos(struct st_context *st)
+{
+ struct gl_shader_program *prog = st->ctx->Shader.CurrentVertexProgram;
+
+ if (!prog)
+ return;
+
+ st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX);
+}
+
+const struct st_tracked_state st_bind_vs_ubos = {
+ "st_bind_vs_ubos",
+ {
+ 0,
+ ST_NEW_VERTEX_PROGRAM | ST_NEW_UNIFORM_BUFFER,
+ },
+ bind_vs_ubos
+};
+
+static void bind_fs_ubos(struct st_context *st)
+{
+ struct gl_shader_program *prog = st->ctx->Shader.CurrentFragmentProgram;
+
+ if (!prog)
+ return;
+
+ st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT);
+}
+
+const struct st_tracked_state st_bind_fs_ubos = {
+ "st_bind_fs_ubos",
+ {
+ 0,
+ ST_NEW_FRAGMENT_PROGRAM | ST_NEW_UNIFORM_BUFFER,
+ },
+ bind_fs_ubos
+};
+
+