/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
/*
* Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
* Brian Paul
*/
{
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 ||
+ 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 {
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 */
+};
+
+/* 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,
unsigned shader_type)
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;
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
+};
+
+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
+};