gallium/auxiliary/vl: Rename csc_matrix and increase its size.

Rename csc_matrix to shader_params, and increase shader_params size
to store more constants for compute shader,

Signed-off-by: James Zhu <James.Zhu@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
This commit is contained in:
James Zhu
2019-02-01 09:56:13 -05:00
committed by Leo Liu
parent 7b7b5f2029
commit 299e2bc046
3 changed files with 7 additions and 7 deletions
+5 -5
View File
@@ -439,7 +439,7 @@ vl_compositor_set_csc_matrix(struct vl_compositor_state *s,
assert(s);
float *ptr = pipe_buffer_map(s->pipe, s->csc_matrix,
float *ptr = pipe_buffer_map(s->pipe, s->shader_params,
PIPE_TRANSFER_WRITE | PIPE_TRANSFER_DISCARD_RANGE,
&buf_transfer);
@@ -750,15 +750,15 @@ vl_compositor_init_state(struct vl_compositor_state *s, struct pipe_context *pip
* Const buffer contains the color conversion matrix and bias vectors
*/
/* XXX: Create with IMMUTABLE/STATIC... although it does change every once in a long while... */
s->csc_matrix = pipe_buffer_create_const0
s->shader_params = pipe_buffer_create_const0
(
pipe->screen,
PIPE_BIND_CONSTANT_BUFFER,
PIPE_USAGE_DEFAULT,
sizeof(csc_matrix) + 2*sizeof(float)
sizeof(csc_matrix) + 4*sizeof(float) + 6*sizeof(int)
);
if (!s->csc_matrix)
if (!s->shader_params)
return false;
vl_compositor_clear_layers(s);
@@ -776,5 +776,5 @@ vl_compositor_cleanup_state(struct vl_compositor_state *s)
assert(s);
vl_compositor_clear_layers(s);
pipe_resource_reference(&s->csc_matrix, NULL);
pipe_resource_reference(&s->shader_params, NULL);
}
+1 -1
View File
@@ -90,7 +90,7 @@ struct vl_compositor_state
bool scissor_valid;
struct pipe_scissor_state scissor;
struct pipe_resource *csc_matrix;
struct pipe_resource *shader_params;
union pipe_color_union clear_color;
+1 -1
View File
@@ -719,7 +719,7 @@ vl_compositor_gfx_render(struct vl_compositor_state *s,
c->pipe->bind_vs_state(c->pipe, c->vs);
c->pipe->set_vertex_buffers(c->pipe, 0, 1, &c->vertex_buf);
c->pipe->bind_vertex_elements_state(c->pipe, c->vertex_elems_state);
pipe_set_constant_buffer(c->pipe, PIPE_SHADER_FRAGMENT, 0, s->csc_matrix);
pipe_set_constant_buffer(c->pipe, PIPE_SHADER_FRAGMENT, 0, s->shader_params);
c->pipe->bind_rasterizer_state(c->pipe, c->rast);
draw_layers(c, s, dirty_area);