On 05/01/2017 06:52 AM, Marek Olšák wrote:
From: Marek Olšák <marek.ol...@amd.com>

---
  src/mesa/state_tracker/st_atom_constbuf.c | 45 +++++++++----------------------
  src/mesa/state_tracker/st_atom_constbuf.h |  4 +--
  src/mesa/state_tracker/st_cb_bitmap.c     |  2 +-
  src/mesa/state_tracker/st_cb_drawpixels.c |  4 +--
  4 files changed, 17 insertions(+), 38 deletions(-)

diff --git a/src/mesa/state_tracker/st_atom_constbuf.c 
b/src/mesa/state_tracker/st_atom_constbuf.c
index 6cbfba7..cc1bd29 100644
--- a/src/mesa/state_tracker/st_atom_constbuf.c
+++ b/src/mesa/state_tracker/st_atom_constbuf.c
@@ -44,26 +44,25 @@
  #include "st_debug.h"
  #include "st_context.h"
  #include "st_atom.h"
  #include "st_atom_constbuf.h"
  #include "st_program.h"
  #include "st_cb_bufferobjects.h"

  /**
   * Pass the given program parameters to the graphics pipe as a
   * constant buffer.
- * \param shader_type  either PIPE_SHADER_VERTEX or PIPE_SHADER_FRAGMENT
   */
-void st_upload_constants( struct st_context *st,
-                          struct gl_program_parameter_list *params,
-                          gl_shader_stage stage)
+void st_upload_constants(struct st_context *st, struct gl_program *prog)
  {
+   gl_shader_stage stage = prog->info.stage;
+   struct gl_program_parameter_list *params = prog->Parameters;
     enum pipe_shader_type shader_type = st_shader_stage_to_ptarget(stage);

     assert(shader_type == PIPE_SHADER_VERTEX ||
            shader_type == PIPE_SHADER_FRAGMENT ||
            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 */
@@ -134,88 +133,70 @@ void st_upload_constants( struct st_context *st,
        cso_set_constant_buffer(st->cso_context, shader_type, 0, NULL);
     }
  }


  /**
   * Vertex shader:
   */
  void st_update_vs_constants(struct st_context *st )
  {
-   struct st_vertex_program *vp = st->vp;
-   struct gl_program_parameter_list *params = vp->Base.Parameters;
-
-   st_upload_constants( st, params, MESA_SHADER_VERTEX );
+   st_upload_constants(st, &st->vp->Base);
  }

  /**
   * Fragment shader:
   */
  void st_update_fs_constants(struct st_context *st )
  {
-   struct st_fragment_program *fp = st->fp;
-   struct gl_program_parameter_list *params = fp->Base.Parameters;
-
-   st_upload_constants( st, params, MESA_SHADER_FRAGMENT );
+   st_upload_constants(st, &st->fp->Base);
  }


  /* Geometry shader:
   */
  void st_update_gs_constants(struct st_context *st )
  {
     struct st_common_program *gp = st->gp;
-   struct gl_program_parameter_list *params;

-   if (gp) {
-      params = gp->Base.Parameters;
-      st_upload_constants( st, params, MESA_SHADER_GEOMETRY );
-   }
+   if (st->gp)
+      st_upload_constants(st, &gp->Base);

This could be further simplified to get rid of the local var.

if (st->gp)
   st_upload_constants(st, &st->gp->Base);


Or, a least use 'gp' instead of 'st->gp' in the conditional.

-Brian


  }

  /* Tessellation control shader:
   */
  void st_update_tcs_constants(struct st_context *st )
  {
     struct st_common_program *tcp = st->tcp;
-   struct gl_program_parameter_list *params;

-   if (tcp) {
-      params = tcp->Base.Parameters;
-      st_upload_constants( st, params, MESA_SHADER_TESS_CTRL );
-   }
+   if (tcp)
+      st_upload_constants(st, &tcp->Base);
  }

  /* Tessellation evaluation shader:
   */
  void st_update_tes_constants(struct st_context *st )
  {
     struct st_common_program *tep = st->tep;
-   struct gl_program_parameter_list *params;

-   if (tep) {
-      params = tep->Base.Parameters;
-      st_upload_constants( st, params, MESA_SHADER_TESS_EVAL );
-   }
+   if (tep)
+      st_upload_constants(st, &tep->Base);
  }

  /* Compute shader:
   */
  void st_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.Parameters;
-      st_upload_constants( st, params, MESA_SHADER_COMPUTE );
-   }
+   if (cp)
+      st_upload_constants(st, &cp->Base);
  }

  static void st_bind_ubos(struct st_context *st, struct gl_program *prog,
                           unsigned shader_type)
  {
     unsigned i;
     struct pipe_constant_buffer cb = { 0 };

     if (!prog)
        return;
diff --git a/src/mesa/state_tracker/st_atom_constbuf.h 
b/src/mesa/state_tracker/st_atom_constbuf.h
index df60a62..e810a24 100644
--- a/src/mesa/state_tracker/st_atom_constbuf.h
+++ b/src/mesa/state_tracker/st_atom_constbuf.h
@@ -28,16 +28,14 @@

  #ifndef ST_ATOM_CONSTBUF_H
  #define ST_ATOM_CONSTBUF_H

  #include "compiler/shader_enums.h"

  struct gl_program_parameter_list;
  struct st_context;


-void st_upload_constants( struct st_context *st,
-                          struct gl_program_parameter_list *params,
-                          gl_shader_stage stage);
+void st_upload_constants(struct st_context *st, struct gl_program *prog);


  #endif /* ST_ATOM_CONSTBUF_H */
diff --git a/src/mesa/state_tracker/st_cb_bitmap.c 
b/src/mesa/state_tracker/st_cb_bitmap.c
index 9e83c0e..ef3f64b 100644
--- a/src/mesa/state_tracker/st_cb_bitmap.c
+++ b/src/mesa/state_tracker/st_cb_bitmap.c
@@ -184,21 +184,21 @@ setup_render_state(struct gl_context *ctx,
      * primary color from a statevar/constant rather than a varying variable.
      * when that's the case, we need to ensure that we use the 'color'
      * parameter and not the current attribute color (which may have changed
      * through glRasterPos and state validation.
      * So, we force the proper color here.  Not elegant, but it works.
      */
     {
        GLfloat colorSave[4];
        COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
        COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color);
-      st_upload_constants(st, st->fp->Base.Parameters, MESA_SHADER_FRAGMENT);
+      st_upload_constants(st, &st->fp->Base);
        COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave);
     }

     cso_save_state(cso, (CSO_BIT_RASTERIZER |
                          CSO_BIT_FRAGMENT_SAMPLERS |
                          CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
                          CSO_BIT_VIEWPORT |
                          CSO_BIT_STREAM_OUTPUTS |
                          CSO_BIT_VERTEX_ELEMENTS |
                          CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c 
b/src/mesa/state_tracker/st_cb_drawpixels.c
index bc4e533..33d10f6 100644
--- a/src/mesa/state_tracker/st_cb_drawpixels.c
+++ b/src/mesa/state_tracker/st_cb_drawpixels.c
@@ -1116,21 +1116,21 @@ st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,

        if (ctx->Pixel.MapColorFlag) {
           pipe_sampler_view_reference(&sv[1],
                                       st->pixel_xfer.pixelmap_sampler_view);
           num_sampler_view++;
        }

        /* compiling a new fragment shader variant added new state constants
         * into the constant buffer, we need to update them
         */
-      st_upload_constants(st, st->fp->Base.Parameters, MESA_SHADER_FRAGMENT);
+      st_upload_constants(st, &st->fp->Base);
     }

     /* Put glDrawPixels image into a texture */
     pt = make_texture(st, width, height, format, type, unpack, pixels);
     if (!pt) {
        _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
        return;
     }

     /* create sampler view for the image */
@@ -1479,21 +1479,21 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint 
srcy,

        if (ctx->Pixel.MapColorFlag) {
           pipe_sampler_view_reference(&sv[1],
                                       st->pixel_xfer.pixelmap_sampler_view);
           num_sampler_view++;
        }

        /* compiling a new fragment shader variant added new state constants
         * into the constant buffer, we need to update them
         */
-      st_upload_constants(st, st->fp->Base.Parameters, MESA_SHADER_FRAGMENT);
+      st_upload_constants(st, &st->fp->Base);
     }
     else {
        assert(type == GL_DEPTH);
        rbRead = st_renderbuffer(ctx->ReadBuffer->
                                 Attachment[BUFFER_DEPTH].Renderbuffer);

        driver_fp = get_drawpix_z_stencil_program(st, GL_TRUE, GL_FALSE);
        driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
     }



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