Commit b47c816a by Chris Forbes

Remove remnants of non-descriptor UBO support

All vulkan resource access will be through descriptors. We don't need any of this context-side state. Bug: b/125909515 Change-Id: Id6d1da0f8a851e057dd3a16fc844b6a70cf9b935 Reviewed-on: https://swiftshader-review.googlesource.com/c/25330 Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com> Tested-by: 's avatarChris Forbes <chrisforbes@google.com>
parent 4aad8840
......@@ -58,12 +58,6 @@ namespace sw
return memcmp(static_cast<const States*>(this), static_cast<const States*>(&state), sizeof(States)) == 0;
}
PixelProcessor::UniformBufferInfo::UniformBufferInfo()
{
buffer = nullptr;
offset = 0;
}
PixelProcessor::PixelProcessor(Context *context) : context(context)
{
routineCache = nullptr;
......@@ -76,21 +70,6 @@ namespace sw
routineCache = nullptr;
}
void PixelProcessor::setUniformBuffer(int index, sw::Resource* buffer, int offset)
{
uniformBufferInfo[index].buffer = buffer;
uniformBufferInfo[index].offset = offset;
}
void PixelProcessor::lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[])
{
for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; ++i)
{
u[i] = uniformBufferInfo[i].buffer ? static_cast<byte*>(uniformBufferInfo[i].buffer->lock(PUBLIC, PRIVATE)) + uniformBufferInfo[i].offset : nullptr;
uniformBuffers[i] = uniformBufferInfo[i].buffer;
}
}
void PixelProcessor::setRenderTarget(int index, Surface *renderTarget, unsigned int layer)
{
context->renderTarget[index] = renderTarget;
......
......@@ -145,13 +145,6 @@ namespace sw
virtual ~PixelProcessor();
void setFloatConstant(unsigned int index, const float value[4]);
void setIntegerConstant(unsigned int index, const int value[4]);
void setBooleanConstant(unsigned int index, int boolean);
void setUniformBuffer(int index, sw::Resource* buffer, int offset);
void lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[]);
void setRenderTarget(int index, Surface *renderTarget, unsigned int layer = 0);
Surface *getRenderTarget(int index);
void setDepthBuffer(Surface *depthBuffer, unsigned int layer = 0);
......@@ -238,15 +231,6 @@ namespace sw
Factor factor;
private:
struct UniformBufferInfo
{
UniformBufferInfo();
Resource* buffer;
int offset;
};
UniformBufferInfo uniformBufferInfo[MAX_UNIFORM_BUFFER_BINDINGS];
Context *const context;
RoutineCache<State> *routineCache;
......
......@@ -346,18 +346,6 @@ namespace sw
}
}
if(context->pixelShader)
{
PixelProcessor::lockUniformBuffers(data->ps.u, draw->pUniformBuffers);
}
else
{
for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++)
{
draw->pUniformBuffers[i] = nullptr;
}
}
for(int sampler = 0; sampler < VERTEX_TEXTURE_IMAGE_UNITS; sampler++)
{
if(vertexState.sampler[sampler].textureType != TEXTURE_NULL)
......@@ -374,8 +362,6 @@ namespace sw
data->instanceID = context->instanceID;
}
VertexProcessor::lockUniformBuffers(data->vs.u, draw->vUniformBuffers);
if(pixelState.stencilActive)
{
data->stencil[0] = stencil;
......@@ -895,18 +881,6 @@ namespace sw
draw.indexBuffer->unlock();
}
for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++)
{
if(draw.pUniformBuffers[i])
{
draw.pUniformBuffers[i]->unlock();
}
if(draw.vUniformBuffers[i])
{
draw.vUniformBuffers[i]->unlock();
}
}
draw.vertexRoutine->unbind();
draw.setupRoutine->unbind();
draw.pixelRoutine->unbind();
......
......@@ -432,8 +432,6 @@ namespace sw
Surface *depthBuffer;
Surface *stencilBuffer;
Resource *texture[TOTAL_IMAGE_UNITS];
Resource* pUniformBuffers[MAX_UNIFORM_BUFFER_BINDINGS];
Resource* vUniformBuffers[MAX_UNIFORM_BUFFER_BINDINGS];
std::list<Query*> *queries;
......
......@@ -61,12 +61,6 @@ namespace sw
return memcmp(static_cast<const States*>(this), static_cast<const States*>(&state), sizeof(States)) == 0;
}
VertexProcessor::UniformBufferInfo::UniformBufferInfo()
{
buffer = nullptr;
offset = 0;
}
VertexProcessor::VertexProcessor(Context *context) : context(context)
{
routineCache = nullptr;
......@@ -92,21 +86,6 @@ namespace sw
}
}
void VertexProcessor::setUniformBuffer(int index, sw::Resource* buffer, int offset)
{
uniformBufferInfo[index].buffer = buffer;
uniformBufferInfo[index].offset = offset;
}
void VertexProcessor::lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[])
{
for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; ++i)
{
u[i] = uniformBufferInfo[i].buffer ? static_cast<byte*>(uniformBufferInfo[i].buffer->lock(PUBLIC, PRIVATE)) + uniformBufferInfo[i].offset : nullptr;
uniformBuffers[i] = uniformBufferInfo[i].buffer;
}
}
void VertexProcessor::setInstanceID(int instanceID)
{
context->instanceID = instanceID;
......
......@@ -91,9 +91,6 @@ namespace sw
void setInputStream(int index, const Stream &stream);
void resetInputStreams();
void setUniformBuffer(int index, sw::Resource* uniformBuffer, int offset);
void lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[]);
void setInstanceID(int instanceID);
void setTextureFilter(unsigned int sampler, FilterType textureFilter);
......@@ -130,15 +127,6 @@ namespace sw
float pointSizeMax;
private:
struct UniformBufferInfo
{
UniformBufferInfo();
Resource* buffer;
int offset;
};
UniformBufferInfo uniformBufferInfo[MAX_UNIFORM_BUFFER_BINDINGS];
Context *const context;
RoutineCache<State> *routineCache;
......
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