#include "program/program.h"
#include "program/prog_print.h"
+static void
+flush_vertices_for_program_constants(struct gl_context *ctx, GLenum target)
+{
+ uint64_t new_driver_state;
+
+ if (target == GL_FRAGMENT_PROGRAM_ARB) {
+ new_driver_state =
+ ctx->DriverFlags.NewShaderConstants[MESA_SHADER_FRAGMENT];
+ } else {
+ new_driver_state =
+ ctx->DriverFlags.NewShaderConstants[MESA_SHADER_VERTEX];
+ }
+
+ FLUSH_VERTICES(ctx, new_driver_state ? 0 : _NEW_PROGRAM_CONSTANTS);
+ ctx->NewDriverState |= new_driver_state;
+}
+
/**
* Bind a program (make it current)
* \note Called from the GL API dispatcher by both glBindProgramNV
}
/* signal new program (and its new constants) */
- FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ flush_vertices_for_program_constants(ctx, target);
/* bind newProg */
if (target == GL_VERTEX_PROGRAM_ARB) {
GET_CURRENT_CONTEXT(ctx);
- FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+ flush_vertices_for_program_constants(ctx, target);
if (get_env_param_pointer(ctx, "glProgramEnvParameter",
target, index, ¶m)) {
GET_CURRENT_CONTEXT(ctx);
- FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+ flush_vertices_for_program_constants(ctx, target);
if (get_env_param_pointer(ctx, "glProgramEnvParameter4fv",
target, index, ¶m)) {
GET_CURRENT_CONTEXT(ctx);
GLfloat * dest;
- FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+ flush_vertices_for_program_constants(ctx, target);
if (count <= 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glProgramEnvParameters4fv(count)");
GET_CURRENT_CONTEXT(ctx);
GLfloat *param;
- FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+ flush_vertices_for_program_constants(ctx, target);
if (get_local_param_pointer(ctx, "glProgramLocalParameterARB",
target, index, ¶m)) {
GET_CURRENT_CONTEXT(ctx);
GLfloat *dest;
- FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+ flush_vertices_for_program_constants(ctx, target);
if (count <= 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glProgramLocalParameters4fv(count)");
const struct gl_program_parameter_list *params =
ctx->FragmentProgram._Current->Parameters;
if (params && params->StateFlags & ctx->NewState) {
- new_state |= _NEW_PROGRAM_CONSTANTS;
+ if (ctx->DriverFlags.NewShaderConstants[MESA_SHADER_FRAGMENT]) {
+ ctx->NewDriverState |=
+ ctx->DriverFlags.NewShaderConstants[MESA_SHADER_FRAGMENT];
+ } else {
+ new_state |= _NEW_PROGRAM_CONSTANTS;
+ }
}
}
const struct gl_program_parameter_list *params =
ctx->VertexProgram._Current->Parameters;
if (params && params->StateFlags & ctx->NewState) {
- new_state |= _NEW_PROGRAM_CONSTANTS;
+ if (ctx->DriverFlags.NewShaderConstants[MESA_SHADER_VERTEX]) {
+ ctx->NewDriverState |=
+ ctx->DriverFlags.NewShaderConstants[MESA_SHADER_VERTEX];
+ } else {
+ new_state |= _NEW_PROGRAM_CONSTANTS;
+ }
}
}
f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
+
+ /* Shader resources */
f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
f->NewImageUnits = ST_NEW_IMAGE_UNITS;
+
+ f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
+
f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
f->NewFramebufferSRGB = ST_NEW_FB_STATE;
f->NewScissorRect = ST_NEW_SCISSOR;