#include "pipe/p_context.h"
#include "pipe/p_defines.h"
-#include "pipe/p_inlines.h"
+#include "util/u_inlines.h"
#include "st_debug.h"
#include "st_context.h"
unsigned shader_type)
{
struct pipe_context *pipe = st->pipe;
- struct pipe_constant_buffer *cbuf = &st->state.constants[shader_type];
+ struct pipe_resource **cbuf = &st->state.constants[shader_type];
assert(shader_type == PIPE_SHADER_VERTEX ||
shader_type == PIPE_SHADER_FRAGMENT);
/* We always need to get a new buffer, to keep the drivers simple and
* avoid gratuitous rendering synchronization.
*/
- pipe_buffer_reference(&cbuf->buffer, NULL );
- cbuf->buffer = pipe_buffer_create(pipe->screen, 16,
- PIPE_BUFFER_USAGE_CONSTANT,
- paramBytes );
+ pipe_resource_reference(cbuf, NULL );
+ *cbuf = pipe_buffer_create(pipe->screen,
+ PIPE_BIND_CONSTANT_BUFFER,
+ paramBytes );
if (ST_DEBUG & DEBUG_CONSTANTS) {
debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n",
}
/* load Mesa constants into the constant buffer */
- if (cbuf->buffer)
- st_no_flush_pipe_buffer_write(st, cbuf->buffer,
- 0, paramBytes,
- params->ParameterValues);
+ st_no_flush_pipe_buffer_write(st, *cbuf,
+ 0, paramBytes,
+ params->ParameterValues);
- st->pipe->set_constant_buffer(st->pipe, shader_type, 0, cbuf);
+ st->pipe->set_constant_buffer(st->pipe, shader_type, 0, *cbuf);
}
else {
st->constants.tracked_state[shader_type].dirty.mesa = 0x0;