#include "pipe/p_shader_tokens.h"
#include "util/u_draw_quad.h"
#include "util/u_simple_shaders.h"
+#include "util/u_upload_mgr.h"
#include "cso_cache/cso_context.h"
struct st_context *st = ctx->st;
struct pipe_context *pipe = st->pipe;
struct cso_context *cso = ctx->st->cso_context;
- struct pipe_resource *vbuffer;
- struct pipe_transfer *vbuffer_transfer;
+ struct pipe_resource *vbuffer = NULL;
GLuint i, numTexCoords, numAttribs;
GLboolean emitColor;
uint semantic_names[2 + MAX_TEXTURE_UNITS];
uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
+ unsigned offset;
st_validate_state(st);
/* total number of attributes per vertex */
numAttribs = 1 + emitColor + numTexCoords;
-
- /* create the vertex buffer */
- vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
- PIPE_USAGE_STREAM,
- numAttribs * 4 * 4 * sizeof(GLfloat));
-
/* load vertex buffer */
{
#define SET_ATTRIB(VERT, ATTR, X, Y, Z, W) \
} while (0)
const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
- GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe, vbuffer,
- PIPE_TRANSFER_WRITE,
- &vbuffer_transfer);
+ GLfloat *vbuf = NULL;
GLuint attr;
+
+ u_upload_alloc(st->uploader, 0,
+ numAttribs * 4 * 4 * sizeof(GLfloat),
+ &offset, &vbuffer, (void**)&vbuf);
+ if (!vbuffer) {
+ return;
+ }
z = CLAMP(z, 0.0f, 1.0f);
}
}
- pipe_buffer_unmap(pipe, vbuffer_transfer);
+ u_upload_unmap(st->uploader);
#undef SET_ATTRIB
}
util_draw_vertex_buffer(pipe, cso, vbuffer,
- 0, /* offset */
+ offset, /* offset */
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
numAttribs); /* attribs/vert */