struct sampler_info fragment_samplers;
struct sampler_info vertex_samplers;
+ uint nr_vertex_buffers;
+ struct pipe_vertex_buffer vertex_buffers[PIPE_MAX_ATTRIBS];
+
+ uint nr_vertex_buffers_saved;
+ struct pipe_vertex_buffer vertex_buffers_saved[PIPE_MAX_ATTRIBS];
+
/** Current and saved state.
* The saved state is used as a 1-deep stack.
*/
util_unreference_framebuffer_state(&ctx->fb);
util_unreference_framebuffer_state(&ctx->fb_saved);
+ util_copy_vertex_buffers(ctx->vertex_buffers,
+ &ctx->nr_vertex_buffers,
+ NULL, 0);
+ util_copy_vertex_buffers(ctx->vertex_buffers_saved,
+ &ctx->nr_vertex_buffers_saved,
+ NULL, 0);
+
if (ctx->cache) {
cso_cache_delete( ctx->cache );
ctx->cache = NULL;
ctx->velements_saved = NULL;
}
+/* vertex buffers */
+
+void cso_set_vertex_buffers(struct cso_context *ctx,
+ unsigned count,
+ const struct pipe_vertex_buffer *buffers)
+{
+ if (count != ctx->nr_vertex_buffers ||
+ memcmp(buffers, ctx->vertex_buffers,
+ sizeof(struct pipe_vertex_buffer) * count) != 0) {
+ util_copy_vertex_buffers(ctx->vertex_buffers, &ctx->nr_vertex_buffers,
+ buffers, count);
+ ctx->pipe->set_vertex_buffers(ctx->pipe, count, buffers);
+ }
+}
+
+void cso_save_vertex_buffers(struct cso_context *ctx)
+{
+ util_copy_vertex_buffers(ctx->vertex_buffers_saved,
+ &ctx->nr_vertex_buffers_saved,
+ ctx->vertex_buffers,
+ ctx->nr_vertex_buffers);
+}
+
+void cso_restore_vertex_buffers(struct cso_context *ctx)
+{
+ util_copy_vertex_buffers(ctx->vertex_buffers,
+ &ctx->nr_vertex_buffers,
+ ctx->vertex_buffers_saved,
+ ctx->nr_vertex_buffers_saved);
+ ctx->pipe->set_vertex_buffers(ctx->pipe, ctx->nr_vertex_buffers,
+ ctx->vertex_buffers);
+}
/**************** fragment/vertex sampler view state *************************/
void cso_restore_vertex_elements(struct cso_context *ctx);
+void cso_set_vertex_buffers(struct cso_context *ctx,
+ unsigned count,
+ const struct pipe_vertex_buffer *buffers);
+void cso_save_vertex_buffers(struct cso_context *ctx);
+void cso_restore_vertex_buffers(struct cso_context *ctx);
+
+
/* These aren't really sensible -- most of the time the api provides
* object semantics for shaders anyway, and the cases where it doesn't
* (eg mesa's internall-generated texenv programs), it will be up to
cso_save_vertex_shader(ctx->cso);
cso_save_clip(ctx->cso);
cso_save_vertex_elements(ctx->cso);
+ cso_save_vertex_buffers(ctx->cso);
/* set misc state we care about */
cso_set_blend(ctx->cso, &ctx->blend);
s1, t1,
z);
- util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
+ util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
cso_restore_vertex_shader(ctx->cso);
cso_restore_clip(ctx->cso);
cso_restore_vertex_elements(ctx->cso);
+ cso_restore_vertex_buffers(ctx->cso);
pipe_sampler_view_reference(&sampler_view, NULL);
}
cso_save_vertex_shader(ctx->cso);
cso_save_clip(ctx->cso);
cso_save_vertex_elements(ctx->cso);
+ cso_save_vertex_buffers(ctx->cso);
/* set misc state we care about */
cso_set_blend(ctx->cso, &ctx->blend);
s0, t0, s1, t1,
z);
- util_draw_vertex_buffer(ctx->pipe,
+ util_draw_vertex_buffer(ctx->pipe, ctx->cso,
ctx->vbuf, offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
cso_restore_vertex_shader(ctx->cso);
cso_restore_clip(ctx->cso);
cso_restore_vertex_elements(ctx->cso);
+ cso_restore_vertex_buffers(ctx->cso);
}
}
blitter_set_rectangle(ctx, x1, y1, x2, y2, depth);
- util_draw_vertex_buffer(ctx->base.pipe, ctx->vbuf, 0,
+ util_draw_vertex_buffer(ctx->base.pipe, NULL, ctx->vbuf, 0,
PIPE_PRIM_TRIANGLE_FAN, 4, 2);
}
/* Draw. */
blitter_set_rectangle(ctx, dstx, dsty, dstx+width, dsty+height, 0);
- util_draw_vertex_buffer(ctx->base.pipe, ctx->vbuf, 0,
+ util_draw_vertex_buffer(ctx->base.pipe, NULL, ctx->vbuf, 0,
PIPE_PRIM_TRIANGLE_FAN, 4, 2);
break;
#include "util/u_inlines.h"
#include "util/u_draw_quad.h"
#include "util/u_memory.h"
+#include "cso_cache/cso_context.h"
/**
*/
void
util_draw_vertex_buffer(struct pipe_context *pipe,
+ struct cso_context *cso,
struct pipe_resource *vbuf,
uint offset,
uint prim_type,
vbuffer.stride = num_attribs * 4 * sizeof(float); /* vertex size */
vbuffer.buffer_offset = offset;
vbuffer.max_index = num_verts - 1;
- pipe->set_vertex_buffers(pipe, 1, &vbuffer);
+
+ if (cso) {
+ cso_set_vertex_buffers(cso, 1, &vbuffer);
+ } else {
+ pipe->set_vertex_buffers(pipe, 1, &vbuffer);
+ }
/* note: vertex elements already set by caller */
* Note: this isn't especially efficient.
*/
void
-util_draw_texquad(struct pipe_context *pipe,
+util_draw_texquad(struct pipe_context *pipe, struct cso_context *cso,
float x0, float y0, float x1, float y1, float z)
{
uint numAttribs = 2, i, j;
if (!vbuf)
goto out;
- util_draw_vertex_buffer(pipe, vbuf, 0, PIPE_PRIM_TRIANGLE_FAN, 4, 2);
+ util_draw_vertex_buffer(pipe, cso, vbuf, 0, PIPE_PRIM_TRIANGLE_FAN, 4, 2);
out:
if (vbuf)
#endif
struct pipe_resource;
+struct cso_context;
#include "util/u_draw.h"
extern void
-util_draw_vertex_buffer(struct pipe_context *pipe,
+util_draw_vertex_buffer(struct pipe_context *pipe, struct cso_context *cso,
struct pipe_resource *vbuf, uint offset,
uint num_attribs, uint num_verts, uint prim_type);
extern void
-util_draw_texquad(struct pipe_context *pipe,
+util_draw_texquad(struct pipe_context *pipe, struct cso_context *cso,
float x0, float y0, float x1, float y1, float z);
face,
rcoord);
- util_draw_vertex_buffer(ctx->pipe,
+ util_draw_vertex_buffer(ctx->pipe,
+ ctx->cso,
ctx->vbuf,
offset,
PIPE_PRIM_TRIANGLE_FAN,
sizeof(r->vertices),
PIPE_BIND_VERTEX_BUFFER);
if (buf) {
- util_draw_vertex_buffer(r->pipe, buf, 0,
+ util_draw_vertex_buffer(r->pipe, r->cso, buf, 0,
PIPE_PRIM_TRIANGLE_FAN,
Elements(r->vertices), /* verts */
Elements(r->vertices[0])); /* attribs/vert */
{
assert(renderer->state == RENDERER_STATE_POLYGON_STENCIL);
- renderer->pipe->set_vertex_buffers(renderer->pipe, 1, vbuf);
+ cso_set_vertex_buffers(renderer->cso, 1, vbuf);
if (!renderer->u.polygon_stencil.manual_two_sides) {
util_draw_arrays(renderer->pipe, mode, start, count);
if (buf) {
cso_set_vertex_elements(r->cso, r->attrs_per_vertex, r->velems);
- util_draw_vertex_buffer(pipe, buf, 0,
+ util_draw_vertex_buffer(pipe, r->cso, buf, 0,
PIPE_PRIM_QUADS,
num_verts, /* verts */
r->attrs_per_vertex); /* attribs/vert */
cso_set_vertex_elements(r->cso, num_attribs, r->velems);
- util_draw_vertex_buffer(pipe, buf, 0,
+ util_draw_vertex_buffer(pipe, r->cso, buf, 0,
PIPE_PRIM_QUADS,
4, /* verts */
num_attribs); /* attribs/vert */
cso_save_fragment_shader(cso);
cso_save_vertex_shader(cso);
cso_save_vertex_elements(cso);
+ cso_save_vertex_buffers(cso);
/* rasterizer state: just scissor */
st->bitmap.rasterizer.scissor = ctx->Scissor.Enabled;
sv->texture->target != PIPE_TEXTURE_RECT,
x, y, width, height, z, color);
- util_draw_vertex_buffer(pipe, st->bitmap.vbuf, offset,
+ util_draw_vertex_buffer(pipe, st->cso_context, st->bitmap.vbuf, offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
3); /* attribs/vert */
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
cso_restore_vertex_elements(cso);
+ cso_restore_vertex_buffers(cso);
}
st->clear.vertices);
/* draw */
- util_draw_vertex_buffer(pipe,
+ util_draw_vertex_buffer(pipe,
+ st->cso_context,
st->clear.vbuf,
st->clear.vbuf_slot * sizeof(st->clear.vertices),
PIPE_PRIM_TRIANGLE_FAN,
cso_save_fragment_shader(st->cso_context);
cso_save_vertex_shader(st->cso_context);
cso_save_vertex_elements(st->cso_context);
+ cso_save_vertex_buffers(st->cso_context);
/* blend state: RGBA masking */
{
cso_restore_fragment_shader(st->cso_context);
cso_restore_vertex_shader(st->cso_context);
cso_restore_vertex_elements(st->cso_context);
+ cso_restore_vertex_buffers(st->cso_context);
}
sizeof(verts));
pipe_buffer_write(st->pipe, buf, 0, sizeof(verts), verts);
- util_draw_vertex_buffer(pipe, buf, 0,
+ util_draw_vertex_buffer(pipe, st->cso_context, buf, 0,
PIPE_PRIM_QUADS,
4, /* verts */
3); /* attribs/vert */
cso_save_fragment_shader(cso);
cso_save_vertex_shader(cso);
cso_save_vertex_elements(cso);
+ cso_save_vertex_buffers(cso);
if (write_stencil) {
cso_save_depth_stencil_alpha(cso);
cso_save_blend(cso);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
cso_restore_vertex_elements(cso);
+ cso_restore_vertex_buffers(cso);
if (write_stencil) {
cso_restore_depth_stencil_alpha(cso);
cso_restore_blend(cso);
cso_save_viewport(cso);
cso_save_vertex_shader(cso);
cso_save_vertex_elements(cso);
+ cso_save_vertex_buffers(cso);
{
void *vs = lookup_shader(pipe, numAttribs,
cso_restore_viewport(cso);
cso_restore_vertex_shader(cso);
cso_restore_vertex_elements(cso);
+ cso_restore_vertex_buffers(cso);
}
}
#endif
- pipe->set_vertex_buffers(pipe, num_vbuffers, vbuffer);
+ cso_set_vertex_buffers(st->cso_context, num_vbuffers, vbuffer);
cso_set_vertex_elements(st->cso_context, num_velements, velements);
setup_index_buffer(ctx, ib, &ibuffer);