renderer: bind objects in single loop

This refactors the code to bind the samplers/ubo/const objects
in a single shader loop.

Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
macos/master
Dave Airlie 7 years ago
parent e235801e26
commit b85052bc61
  1. 47
      src/vrend_renderer.c

@ -3015,24 +3015,6 @@ static void vrend_draw_bind_samplers_shader(struct vrend_context *ctx,
} }
} }
static void vrend_draw_bind_samplers(struct vrend_context *ctx)
{
int sampler_id;
int shader_type;
sampler_id = 0;
for (shader_type = PIPE_SHADER_VERTEX; shader_type <= ctx->sub->last_shader_idx; shader_type++) {
vrend_draw_bind_samplers_shader(ctx, shader_type, &sampler_id);
}
if (vrend_state.use_core_profile && ctx->sub->prog->fs_stipple_loc != -1) {
glActiveTexture(GL_TEXTURE0 + sampler_id);
glBindTexture(GL_TEXTURE_2D, ctx->pstipple_tex_id);
glUniform1i(ctx->sub->prog->fs_stipple_loc, sampler_id);
}
ctx->sub->sampler_state_dirty = false;
}
static void vrend_draw_bind_ubo_shader(struct vrend_context *ctx, static void vrend_draw_bind_ubo_shader(struct vrend_context *ctx,
int shader_type, int *ubo_id) int shader_type, int *ubo_id)
{ {
@ -3075,17 +3057,6 @@ static void vrend_draw_bind_ubo_shader(struct vrend_context *ctx,
} }
} }
static void vrend_draw_bind_ubo(struct vrend_context *ctx)
{
int ubo_id;
int shader_type;
ubo_id = 0;
for (shader_type = PIPE_SHADER_VERTEX; shader_type <= ctx->sub->last_shader_idx; shader_type++) {
vrend_draw_bind_ubo_shader(ctx, shader_type, &ubo_id);
}
}
static void vrend_draw_bind_const_shader(struct vrend_context *ctx, static void vrend_draw_bind_const_shader(struct vrend_context *ctx,
int shader_type, bool new_program) int shader_type, bool new_program)
{ {
@ -3100,11 +3071,21 @@ static void vrend_draw_bind_const_shader(struct vrend_context *ctx,
} }
} }
static void vrend_draw_bind_const(struct vrend_context *ctx, bool new_program) static void vrend_draw_bind_objects(struct vrend_context *ctx, bool new_program)
{ {
int ubo_id = 0, sampler_id = 0;
for (int shader_type = PIPE_SHADER_VERTEX; shader_type <= ctx->sub->last_shader_idx; shader_type++) { for (int shader_type = PIPE_SHADER_VERTEX; shader_type <= ctx->sub->last_shader_idx; shader_type++) {
vrend_draw_bind_ubo_shader(ctx, shader_type, &ubo_id);
vrend_draw_bind_const_shader(ctx, shader_type, new_program); vrend_draw_bind_const_shader(ctx, shader_type, new_program);
vrend_draw_bind_samplers_shader(ctx, shader_type, &sampler_id);
} }
if (vrend_state.use_core_profile && ctx->sub->prog->fs_stipple_loc != -1) {
glActiveTexture(GL_TEXTURE0 + sampler_id);
glBindTexture(GL_TEXTURE_2D, ctx->pstipple_tex_id);
glUniform1i(ctx->sub->prog->fs_stipple_loc, sampler_id);
}
ctx->sub->sampler_state_dirty = false;
} }
void vrend_draw_vbo(struct vrend_context *ctx, void vrend_draw_vbo(struct vrend_context *ctx,
@ -3231,11 +3212,7 @@ void vrend_draw_vbo(struct vrend_context *ctx,
vrend_use_program(ctx, ctx->sub->prog->id); vrend_use_program(ctx, ctx->sub->prog->id);
vrend_draw_bind_const(ctx, new_program); vrend_draw_bind_objects(ctx, new_program);
vrend_draw_bind_samplers(ctx);
vrend_draw_bind_ubo(ctx);
if (!ctx->sub->ve) { if (!ctx->sub->ve) {
fprintf(stderr,"illegal VE setup - skipping renderering\n"); fprintf(stderr,"illegal VE setup - skipping renderering\n");

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