* Create our vertex shader's constant buffer
* Const buffer contains scaling and translation vectors
*/
- c->vs_const_buf.buffer = pipe_buffer_create
+ c->vs_const_buf = pipe_buffer_create
(
c->pipe->screen,
1,
* Create our fragment shader's constant buffer
* Const buffer contains the color conversion matrix and bias vectors
*/
- c->fs_const_buf.buffer = pipe_buffer_create
+ c->fs_const_buf = pipe_buffer_create
(
c->pipe->screen,
1,
for (i = 0; i < 2; ++i)
pipe_buffer_reference(&c->vertex_bufs[i].buffer, NULL);
- pipe_buffer_reference(&c->vs_const_buf.buffer, NULL);
- pipe_buffer_reference(&c->fs_const_buf.buffer, NULL);
+ pipe_buffer_reference(&c->vs_const_buf, NULL);
+ pipe_buffer_reference(&c->fs_const_buf, NULL);
}
bool vl_compositor_init(struct vl_compositor *compositor, struct pipe_context *pipe)
compositor->pipe->bind_fs_state(compositor->pipe, compositor->fragment_shader);
compositor->pipe->set_vertex_buffers(compositor->pipe, 2, compositor->vertex_bufs);
compositor->pipe->set_vertex_elements(compositor->pipe, 2, compositor->vertex_elems);
- compositor->pipe->set_constant_buffer(compositor->pipe, PIPE_SHADER_VERTEX, 0, &compositor->vs_const_buf);
- compositor->pipe->set_constant_buffer(compositor->pipe, PIPE_SHADER_FRAGMENT, 0, &compositor->fs_const_buf);
+ compositor->pipe->set_constant_buffer(compositor->pipe, PIPE_SHADER_VERTEX, 0, compositor->vs_const_buf);
+ compositor->pipe->set_constant_buffer(compositor->pipe, PIPE_SHADER_FRAGMENT, 0, compositor->fs_const_buf);
vs_consts = pipe_buffer_map
(
compositor->pipe->screen,
- compositor->vs_const_buf.buffer,
+ compositor->vs_const_buf,
PIPE_BUFFER_USAGE_CPU_WRITE | PIPE_BUFFER_USAGE_DISCARD
);
vs_consts->src_trans.z = 0;
vs_consts->src_trans.w = 0;
- pipe_buffer_unmap(compositor->pipe->screen, compositor->vs_const_buf.buffer);
+ pipe_buffer_unmap(compositor->pipe->screen, compositor->vs_const_buf);
compositor->pipe->draw_arrays(compositor->pipe, PIPE_PRIM_TRIANGLE_STRIP, 0, 4);
compositor->pipe->flush(compositor->pipe, PIPE_FLUSH_RENDER_CACHE, fence);
memcpy
(
- pipe_buffer_map(compositor->pipe->screen, compositor->fs_const_buf.buffer, PIPE_BUFFER_USAGE_CPU_WRITE),
+ pipe_buffer_map(compositor->pipe->screen, compositor->fs_const_buf, PIPE_BUFFER_USAGE_CPU_WRITE),
mat,
sizeof(struct fragment_shader_consts)
);
- pipe_buffer_unmap(compositor->pipe->screen, compositor->fs_const_buf.buffer);
+ pipe_buffer_unmap(compositor->pipe->screen, compositor->fs_const_buf);
}
struct pipe_scissor_state scissor;
struct pipe_vertex_buffer vertex_bufs[2];
struct pipe_vertex_element vertex_elems[2];
- struct pipe_constant_buffer vs_const_buf, fs_const_buf;
+ struct pipe_buffer *vs_const_buf, *fs_const_buf;
};
bool vl_compositor_init(struct vl_compositor *compositor, struct pipe_context *pipe);
r->vertex_elems[7].nr_components = 2;
r->vertex_elems[7].src_format = PIPE_FORMAT_R32G32_FLOAT;
- r->vs_const_buf.buffer = pipe_buffer_create
+ r->vs_const_buf = pipe_buffer_create
(
r->pipe->screen,
DEFAULT_BUF_ALIGNMENT,
sizeof(struct vertex_shader_consts)
);
- r->fs_const_buf.buffer = pipe_buffer_create
+ r->fs_const_buf = pipe_buffer_create
(
r->pipe->screen,
DEFAULT_BUF_ALIGNMENT,
memcpy
(
- pipe_buffer_map(r->pipe->screen, r->fs_const_buf.buffer, PIPE_BUFFER_USAGE_CPU_WRITE),
+ pipe_buffer_map(r->pipe->screen, r->fs_const_buf, PIPE_BUFFER_USAGE_CPU_WRITE),
&fs_consts, sizeof(struct fragment_shader_consts)
);
- pipe_buffer_unmap(r->pipe->screen, r->fs_const_buf.buffer);
+ pipe_buffer_unmap(r->pipe->screen, r->fs_const_buf);
return true;
}
assert(r);
- pipe_buffer_reference(&r->vs_const_buf.buffer, NULL);
- pipe_buffer_reference(&r->fs_const_buf.buffer, NULL);
+ pipe_buffer_reference(&r->vs_const_buf, NULL);
+ pipe_buffer_reference(&r->fs_const_buf, NULL);
for (i = 0; i < 3; ++i)
pipe_buffer_reference(&r->vertex_bufs.all[i].buffer, NULL);
vs_consts = pipe_buffer_map
(
- r->pipe->screen, r->vs_const_buf.buffer,
+ r->pipe->screen, r->vs_const_buf,
PIPE_BUFFER_USAGE_CPU_WRITE | PIPE_BUFFER_USAGE_DISCARD
);
vs_consts->denorm.x = r->surface->width0;
vs_consts->denorm.y = r->surface->height0;
- pipe_buffer_unmap(r->pipe->screen, r->vs_const_buf.buffer);
+ pipe_buffer_unmap(r->pipe->screen, r->vs_const_buf);
r->pipe->set_constant_buffer(r->pipe, PIPE_SHADER_VERTEX, 0,
- &r->vs_const_buf);
+ r->vs_const_buf);
r->pipe->set_constant_buffer(r->pipe, PIPE_SHADER_FRAGMENT, 0,
- &r->fs_const_buf);
+ r->fs_const_buf);
if (num_macroblocks[MACROBLOCK_TYPE_INTRA] > 0) {
r->pipe->set_vertex_buffers(r->pipe, 1, r->vertex_bufs.all);
struct pipe_viewport_state viewport;
struct pipe_scissor_state scissor;
- struct pipe_constant_buffer vs_const_buf;
- struct pipe_constant_buffer fs_const_buf;
+ struct pipe_buffer *vs_const_buf;
+ struct pipe_buffer *fs_const_buf;
struct pipe_framebuffer_state fb_state;
struct pipe_vertex_element vertex_elems[8];
%rename(BlendColor) pipe_blend_color;
%rename(Blend) pipe_blend_state;
%rename(Clip) pipe_clip_state;
-%rename(ConstantBuffer) pipe_constant_buffer;
%rename(Depth) pipe_depth_state;
%rename(Stencil) pipe_stencil_state;
%rename(Alpha) pipe_alpha_state;
void set_constant_buffer(unsigned shader, unsigned index,
struct pipe_buffer *buffer )
{
- struct pipe_constant_buffer state;
- memset(&state, 0, sizeof(state));
- state.buffer = buffer;
- $self->pipe->set_constant_buffer($self->pipe, shader, index, &state);
+ $self->pipe->set_constant_buffer($self->pipe, shader, index, buffer);
}
void set_framebuffer(const struct pipe_framebuffer_state *state )
"pipe_blend_color": gallium.BlendColor,
"pipe_blend_state": gallium.Blend,
#"pipe_clip_state": gallium.Clip,
- #"pipe_constant_buffer": gallium.ConstantBuffer,
+ #"pipe_buffer": gallium.Buffer,
"pipe_depth_state": gallium.Depth,
"pipe_stencil_state": gallium.Stencil,
"pipe_alpha_state": gallium.Alpha,
sys.stdout.flush()
def set_constant_buffer(self, shader, index, buffer):
- if buffer is not None and buffer.buffer is not None:
- self.real.set_constant_buffer(shader, index, buffer.buffer)
+ if buffer is not None:
+ self.real.set_constant_buffer(shader, index, buffer)
- self.dump_constant_buffer(buffer.buffer)
+ self.dump_constant_buffer(buffer)
def set_framebuffer_state(self, state):
_state = gallium.Framebuffer()
VGint param_bytes)
{
struct pipe_context *pipe = ctx->pipe;
- struct pipe_constant_buffer *cbuf = &ctx->filter.buffer;
+ struct pipe_buffer **cbuf = &ctx->filter.buffer;
/* We always need to get a new buffer, to keep the drivers simple and
* avoid gratuitous rendering synchronization. */
- pipe_buffer_reference(&cbuf->buffer, NULL);
+ pipe_buffer_reference(cbuf, NULL);
- cbuf->buffer = pipe_buffer_create(pipe->screen, 16,
- PIPE_BUFFER_USAGE_CONSTANT,
- param_bytes);
+ *cbuf = pipe_buffer_create(pipe->screen, 16,
+ PIPE_BUFFER_USAGE_CONSTANT,
+ param_bytes);
- if (cbuf->buffer) {
- st_no_flush_pipe_buffer_write(ctx, cbuf->buffer,
+ if (*cbuf) {
+ st_no_flush_pipe_buffer_write(ctx, *cbuf,
0, param_bytes, buffer);
}
- ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, cbuf);
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, *cbuf);
}
static void setup_samplers(struct vg_context *ctx, struct filter_info *info)
static void setup_mask_operation(VGMaskOperation operation)
{
struct vg_context *ctx = vg_current_context();
- struct pipe_constant_buffer *cbuf = &ctx->mask.cbuf;
+ struct pipe_buffer **cbuf = &ctx->mask.cbuf;
const VGint param_bytes = 4 * sizeof(VGfloat);
const VGfloat ones[4] = {1.f, 1.f, 1.f, 1.f};
void *shader = 0;
/* We always need to get a new buffer, to keep the drivers simple and
* avoid gratuitous rendering synchronization.
*/
- pipe_buffer_reference(&cbuf->buffer, NULL);
+ pipe_buffer_reference(cbuf, NULL);
- cbuf->buffer = pipe_buffer_create(ctx->pipe->screen, 1,
- PIPE_BUFFER_USAGE_CONSTANT,
- param_bytes);
- if (cbuf->buffer) {
- st_no_flush_pipe_buffer_write(ctx, cbuf->buffer,
+ *cbuf = pipe_buffer_create(ctx->pipe->screen, 1,
+ PIPE_BUFFER_USAGE_CONSTANT,
+ param_bytes);
+ if (*cbuf) {
+ st_no_flush_pipe_buffer_write(ctx, *cbuf,
0, param_bytes, ones);
}
- ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, cbuf);
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, *cbuf);
switch (operation) {
case VG_UNION_MASK: {
if (!ctx->mask.union_fs) {
static void setup_mask_fill(const VGfloat color[4])
{
struct vg_context *ctx = vg_current_context();
- struct pipe_constant_buffer *cbuf = &ctx->mask.cbuf;
+ struct pipe_buffer **cbuf = &ctx->mask.cbuf;
const VGint param_bytes = 4 * sizeof(VGfloat);
/* We always need to get a new buffer, to keep the drivers simple and
* avoid gratuitous rendering synchronization.
*/
- pipe_buffer_reference(&cbuf->buffer, NULL);
+ pipe_buffer_reference(cbuf, NULL);
- cbuf->buffer = pipe_buffer_create(ctx->pipe->screen, 1,
- PIPE_BUFFER_USAGE_CONSTANT,
- param_bytes);
- if (cbuf->buffer) {
- st_no_flush_pipe_buffer_write(ctx, cbuf->buffer, 0, param_bytes, color);
+ *cbuf = pipe_buffer_create(ctx->pipe->screen, 1,
+ PIPE_BUFFER_USAGE_CONSTANT,
+ param_bytes);
+ if (*cbuf) {
+ st_no_flush_pipe_buffer_write(ctx, *cbuf, 0, param_bytes, color);
}
- ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, cbuf);
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, *cbuf);
cso_set_fragment_shader_handle(ctx->cso_context,
shaders_cache_fill(ctx->sc,
VEGA_SOLID_FILL_SHADER));
struct pipe_sampler_state sampler;
} pattern;
- struct pipe_constant_buffer cbuf;
+ /* XXX next 3 all unneded? */
+ struct pipe_buffer *cbuf;
struct pipe_shader_state fs_state;
void *fs;
};
VGImageMode image_mode;
float constants[MAX_CONSTANTS];
- struct pipe_constant_buffer cbuf;
+ struct pipe_buffer *cbuf;
struct pipe_shader_state fs_state;
void *fs;
};
{
struct vg_context *ctx = shader->context;
struct pipe_context *pipe = shader->context->pipe;
- struct pipe_constant_buffer *cbuf = &shader->cbuf;
+ struct pipe_buffer **cbuf = &shader->cbuf;
VGint param_bytes = paint_constant_buffer_size(shader->paint);
float temp_buf[MAX_CONSTANTS];
assert(param_bytes <= sizeof(temp_buf));
paint_fill_constant_buffer(shader->paint, temp_buf);
- if (cbuf->buffer == NULL ||
+ if (*cbuf == NULL ||
memcmp(temp_buf, shader->constants, param_bytes) != 0)
{
- pipe_buffer_reference(&cbuf->buffer, NULL);
+ pipe_buffer_reference(cbuf, NULL);
memcpy(shader->constants, temp_buf, param_bytes);
- cbuf->buffer = pipe_user_buffer_create(pipe->screen,
- &shader->constants,
- sizeof(shader->constants));
+ *cbuf = pipe_user_buffer_create(pipe->screen,
+ &shader->constants,
+ sizeof(shader->constants));
}
- ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, cbuf);
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, *cbuf);
}
static VGint blend_bind_samplers(struct vg_context *ctx,
void vg_destroy_context(struct vg_context *ctx)
{
- struct pipe_constant_buffer *cbuf = &ctx->mask.cbuf;
- struct pipe_constant_buffer *vsbuf = &ctx->vs_const_buffer;
+ struct pipe_buffer **cbuf = &ctx->mask.cbuf;
+ struct pipe_buffer **vsbuf = &ctx->vs_const_buffer;
util_destroy_blit(ctx->blit);
renderer_destroy(ctx->renderer);
shader_destroy(ctx->shader);
paint_destroy(ctx->default_paint);
- if (cbuf && cbuf->buffer)
- pipe_buffer_reference(&cbuf->buffer, NULL);
+ if (*cbuf)
+ pipe_buffer_reference(cbuf, NULL);
- if (vsbuf && vsbuf->buffer)
- pipe_buffer_reference(&vsbuf->buffer, NULL);
+ if (*vsbuf)
+ pipe_buffer_reference(vsbuf, NULL);
if (ctx->clear.fs) {
cso_delete_fragment_shader(ctx->cso_context, ctx->clear.fs);
2.f/fb->width, 2.f/fb->height, 1, 1,
-1, -1, 0, 0
};
- struct pipe_constant_buffer *cbuf = &ctx->vs_const_buffer;
+ struct pipe_buffer **cbuf = &ctx->vs_const_buffer;
vg_set_viewport(ctx, VEGA_Y0_BOTTOM);
- pipe_buffer_reference(&cbuf->buffer, NULL);
- cbuf->buffer = pipe_buffer_create(ctx->pipe->screen, 16,
+ pipe_buffer_reference(cbuf, NULL);
+ *cbuf = pipe_buffer_create(ctx->pipe->screen, 16,
PIPE_BUFFER_USAGE_CONSTANT,
param_bytes);
- if (cbuf->buffer) {
- st_no_flush_pipe_buffer_write(ctx, cbuf->buffer,
+ if (*cbuf) {
+ st_no_flush_pipe_buffer_write(ctx, *cbuf,
0, param_bytes, vs_consts);
}
- ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, cbuf);
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, *cbuf);
}
if ((ctx->state.dirty & VS_DIRTY)) {
cso_set_vertex_shader_handle(ctx->cso_context,
} clear;
struct {
- struct pipe_constant_buffer cbuf;
+ struct pipe_buffer *cbuf;
struct pipe_sampler_state sampler;
struct vg_shader *union_fs;
struct pipe_sampler_state blend_sampler;
struct {
- struct pipe_constant_buffer buffer;
+ struct pipe_buffer *buffer;
void *color_matrix_fs;
} filter;
struct vg_paint *default_paint;
struct vg_shader *plain_vs;
struct vg_shader *clear_vs;
struct vg_shader *texture_vs;
- struct pipe_constant_buffer vs_const_buffer;
+ struct pipe_buffer *vs_const_buffer;
};
struct vg_object {
void renderer_destroy(struct xorg_renderer *r)
{
- struct pipe_constant_buffer *vsbuf = &r->vs_const_buffer;
- struct pipe_constant_buffer *fsbuf = &r->fs_const_buffer;
+ struct pipe_buffer **vsbuf = &r->vs_const_buffer;
+ struct pipe_buffer **fsbuf = &r->fs_const_buffer;
- if (vsbuf && vsbuf->buffer)
- pipe_buffer_reference(&vsbuf->buffer, NULL);
+ if (*vsbuf)
+ pipe_buffer_reference(vsbuf, NULL);
- if (fsbuf && fsbuf->buffer)
- pipe_buffer_reference(&fsbuf->buffer, NULL);
+ if (*fsbuf)
+ pipe_buffer_reference(fsbuf, NULL);
if (r->shaders) {
xorg_shaders_destroy(r->shaders);
const float *params,
int param_bytes)
{
- struct pipe_constant_buffer *cbuf =
+ struct pipe_buffer **cbuf =
(shader_type == PIPE_SHADER_VERTEX) ? &r->vs_const_buffer :
&r->fs_const_buffer;
- pipe_buffer_reference(&cbuf->buffer, NULL);
- cbuf->buffer = pipe_buffer_create(r->pipe->screen, 16,
- PIPE_BUFFER_USAGE_CONSTANT,
- param_bytes);
+ pipe_buffer_reference(cbuf, NULL);
+ *cbuf = pipe_buffer_create(r->pipe->screen, 16,
+ PIPE_BUFFER_USAGE_CONSTANT,
+ param_bytes);
- if (cbuf->buffer) {
- pipe_buffer_write(r->pipe->screen, cbuf->buffer,
+ if (*cbuf) {
+ pipe_buffer_write(r->pipe->screen, *cbuf,
0, param_bytes, params);
}
- r->pipe->set_constant_buffer(r->pipe, shader_type, 0, cbuf);
+ r->pipe->set_constant_buffer(r->pipe, shader_type, 0, *cbuf);
}
int fb_width;
int fb_height;
- struct pipe_constant_buffer vs_const_buffer;
- struct pipe_constant_buffer fs_const_buffer;
+ struct pipe_buffer *vs_const_buffer;
+ struct pipe_buffer *fs_const_buffer;
float buffer[BUF_SIZE];
int buffer_size;
unsigned shader_type)
{
struct pipe_context *pipe = st->pipe;
- struct pipe_constant_buffer *cbuf = &st->state.constants[shader_type];
+ struct pipe_buffer **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_reference(cbuf, NULL );
+ *cbuf = pipe_buffer_create(pipe->screen, 16,
PIPE_BUFFER_USAGE_CONSTANT,
paramBytes );
}
/* load Mesa constants into the constant buffer */
- if (cbuf->buffer)
- st_no_flush_pipe_buffer_write(st, cbuf->buffer,
+ if (cbuf)
+ 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;
}
for (i = 0; i < Elements(st->state.constants); i++) {
- if (st->state.constants[i].buffer) {
- pipe_buffer_reference(&st->state.constants[i].buffer, NULL);
+ if (st->state.constants[i]) {
+ pipe_buffer_reference(&st->state.constants[i], NULL);
}
}
struct pipe_sampler_state samplers[PIPE_MAX_SAMPLERS];
struct pipe_sampler_state *sampler_list[PIPE_MAX_SAMPLERS];
struct pipe_clip_state clip;
- struct pipe_constant_buffer constants[2];
+ struct pipe_buffer *constants[2];
struct pipe_framebuffer_state framebuffer;
struct pipe_texture *sampler_texture[PIPE_MAX_SAMPLERS];
struct pipe_scissor_state scissor;
/* map constant buffers */
mapped_constants = pipe_buffer_map(pipe->screen,
- st->state.constants[PIPE_SHADER_VERTEX].buffer,
+ st->state.constants[PIPE_SHADER_VERTEX],
PIPE_BUFFER_USAGE_CPU_READ);
draw_set_mapped_constant_buffer(st->draw, mapped_constants,
- st->state.constants[PIPE_SHADER_VERTEX].buffer->size);
+ st->state.constants[PIPE_SHADER_VERTEX]->size);
/* draw here */
/* unmap constant buffers */
- pipe_buffer_unmap(pipe->screen, st->state.constants[PIPE_SHADER_VERTEX].buffer);
+ pipe_buffer_unmap(pipe->screen, st->state.constants[PIPE_SHADER_VERTEX]);
/*
* unmap vertex/index buffers