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Diffstat (limited to 'src/gallium/drivers/i915/i915_state.c')
-rw-r--r--src/gallium/drivers/i915/i915_state.c42
1 files changed, 23 insertions, 19 deletions
diff --git a/src/gallium/drivers/i915/i915_state.c b/src/gallium/drivers/i915/i915_state.c
index cc8bd3b0c39..4a1a4a04f6d 100644
--- a/src/gallium/drivers/i915/i915_state.c
+++ b/src/gallium/drivers/i915/i915_state.c
@@ -525,36 +525,40 @@ static void i915_set_constant_buffer(struct pipe_context *pipe,
struct pipe_resource *buf)
{
struct i915_context *i915 = i915_context(pipe);
- draw_flush(i915->draw);
+ unsigned new_num = 0;
+ boolean diff = TRUE;
+
/* XXX don't support geom shaders now */
if (shader == PIPE_SHADER_GEOMETRY)
return;
- /* Make a copy of shader constants.
- * During fragment program translation we may add additional
- * constants to the array.
- *
- * We want to consider the situation where some user constants
- * (ex: a material color) may change frequently but the shader program
- * stays the same. In that case we should only be updating the first
- * N constants, leaving any extras from shader translation alone.
- */
+ /* if we have a new buffer compare it with the old one */
if (buf) {
struct i915_buffer *ir = i915_buffer(buf);
+ struct pipe_resource *old_buf = i915->constants[shader];
+ struct i915_buffer *old = old_buf ? i915_buffer(old_buf) : NULL;
- if (!memcmp(i915->current.constants[shader], ir->data, ir->b.b.width0))
- return;
+ new_num = ir->b.b.width0 / 4 * sizeof(float);
- memcpy(i915->current.constants[shader], ir->data, ir->b.b.width0);
- i915->current.num_user_constants[shader] = (ir->b.b.width0 /
- 4 * sizeof(float));
- }
- else {
- i915->current.num_user_constants[shader] = 0;
+ if (old && new_num != i915->current.num_user_constants[shader])
+ diff = memcmp(old->data, ir->data, ir->b.b.width0);
+ } else {
+ diff = i915->current.num_user_constants[shader] != 0;
}
- i915->dirty |= shader == PIPE_SHADER_VERTEX ? I915_NEW_VS_CONSTANTS : I915_NEW_FS_CONSTANTS;
+ /*
+ * flush before updateing the state.
+ * XXX: looks like its okay to skip the flush for vertex cbufs
+ */
+ if (diff && shader == PIPE_SHADER_FRAGMENT)
+ draw_flush(i915->draw);
+
+ pipe_resource_reference(&i915->constants[shader], buf);
+ i915->current.num_user_constants[shader] = new_num;
+
+ if (diff)
+ i915->dirty |= shader == PIPE_SHADER_VERTEX ? I915_NEW_VS_CONSTANTS : I915_NEW_FS_CONSTANTS;
}