Files
third_party_mesa3d/src/mesa/state_tracker/st_atom_constbuf.c
Zack Rusin 4f5308bdcb gallium: remove redundant size from the constant buffer
reuse the size of the actual buffer
2009-01-27 12:20:26 -05:00

141 lines
4.7 KiB
C

/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* 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
* 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>
* Brian Paul
*/
#include "main/imports.h"
#include "shader/prog_parameter.h"
#include "shader/prog_print.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_atom_constbuf.h"
#include "st_program.h"
/**
* Pass the given program parameters to the graphics pipe as a
* constant buffer.
* \param id either PIPE_SHADER_VERTEX or PIPE_SHADER_FRAGMENT
*/
void st_upload_constants( struct st_context *st,
struct gl_program_parameter_list *params,
unsigned id)
{
struct pipe_context *pipe = st->pipe;
struct pipe_constant_buffer *cbuf = &st->state.constants[id];
assert(id == PIPE_SHADER_VERTEX || id == PIPE_SHADER_FRAGMENT);
/* update constants */
if (params && params->NumParameters) {
const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;
/* Update our own dependency flags. This works because this
* function will also be called whenever the program changes.
*/
st->constants.tracked_state[id].dirty.mesa =
(params->StateFlags | _NEW_PROGRAM);
_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.
*/
pipe_buffer_reference(pipe->screen, &cbuf->buffer, NULL );
cbuf->buffer = pipe_buffer_create(pipe->screen, 16, PIPE_BUFFER_USAGE_CONSTANT,
paramBytes );
if (0)
{
printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n",
__FUNCTION__, id, params->NumParameters, params->StateFlags);
_mesa_print_parameter_list(params);
}
/* load Mesa constants into the constant buffer */
if (cbuf->buffer) {
void *map = pipe_buffer_map(pipe->screen, cbuf->buffer,
PIPE_BUFFER_USAGE_CPU_WRITE);
memcpy(map, params->ParameterValues, paramBytes);
pipe_buffer_unmap(pipe->screen, cbuf->buffer);
}
st->pipe->set_constant_buffer(st->pipe, id, 0, cbuf);
}
else {
st->constants.tracked_state[id].dirty.mesa = 0;
// st->pipe->set_constant_buffer(st->pipe, id, 0, NULL);
}
}
/* Vertex shader:
*/
static void update_vs_constants(struct st_context *st )
{
struct st_vertex_program *vp = st->vp;
struct gl_program_parameter_list *params = vp->Base.Base.Parameters;
st_upload_constants( st, params, PIPE_SHADER_VERTEX );
}
const struct st_tracked_state st_update_vs_constants = {
"st_update_vs_constants", /* name */
{ /* dirty */
0, /* set dynamically above */ /* mesa */
ST_NEW_VERTEX_PROGRAM, /* st */
},
update_vs_constants /* update */
};
/* Fragment shader:
*/
static void update_fs_constants(struct st_context *st )
{
struct st_fragment_program *fp = st->fp;
struct gl_program_parameter_list *params = fp->Base.Base.Parameters;
st_upload_constants( st, params, PIPE_SHADER_FRAGMENT );
}
const struct st_tracked_state st_update_fs_constants = {
"st_update_fs_constants", /* name */
{ /* dirty */
0, /* set dynamically above */ /* mesa */
ST_NEW_FRAGMENT_PROGRAM, /* st */
},
update_fs_constants /* update */
};