1 /**************************************************************************
2 *
3 * Copyright 2014 Ilia Mirkin. All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sub license, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
15 * of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
20 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 **************************************************************************/
26
27
28 #include "program/prog_parameter.h"
29 #include "program/prog_print.h"
30 #include "compiler/glsl/ir_uniform.h"
31
32 #include "pipe/p_context.h"
33 #include "pipe/p_defines.h"
34 #include "util/u_inlines.h"
35 #include "util/u_surface.h"
36
37 #include "st_debug.h"
38 #include "st_cb_bufferobjects.h"
39 #include "st_context.h"
40 #include "st_atom.h"
41 #include "st_program.h"
42
43 static void
st_bind_ssbos(struct st_context * st,struct gl_program * prog,enum pipe_shader_type shader_type)44 st_bind_ssbos(struct st_context *st, struct gl_program *prog,
45 enum pipe_shader_type shader_type)
46 {
47 unsigned i;
48 struct pipe_shader_buffer buffers[MAX_SHADER_STORAGE_BUFFERS];
49 if (!prog || !st->pipe->set_shader_buffers)
50 return;
51
52 for (i = 0; i < prog->info.num_ssbos; i++) {
53 struct gl_buffer_binding *binding;
54 struct st_buffer_object *st_obj;
55 struct pipe_shader_buffer *sb = &buffers[i];
56
57 binding = &st->ctx->ShaderStorageBufferBindings[
58 prog->sh.ShaderStorageBlocks[i]->Binding];
59 st_obj = st_buffer_object(binding->BufferObject);
60
61 sb->buffer = st_obj ? st_obj->buffer : NULL;
62
63 if (sb->buffer) {
64 sb->buffer_offset = binding->Offset;
65 sb->buffer_size = sb->buffer->width0 - binding->Offset;
66
67 /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
68 * Take the minimum just to be sure.
69 */
70 if (!binding->AutomaticSize)
71 sb->buffer_size = MIN2(sb->buffer_size, (unsigned) binding->Size);
72 }
73 else {
74 sb->buffer_offset = 0;
75 sb->buffer_size = 0;
76 }
77 }
78 st->pipe->set_shader_buffers(st->pipe, shader_type, 0,
79 prog->info.num_ssbos, buffers,
80 prog->sh.ShaderStorageBlocksWriteAccess);
81
82 /* Clear out any stale shader buffers (or lowered atomic counters). */
83 int num_ssbos = prog->info.num_ssbos;
84 if (!st->has_hw_atomics)
85 num_ssbos += st->last_used_atomic_bindings[shader_type];
86 if (st->last_num_ssbos[shader_type] > num_ssbos) {
87 st->pipe->set_shader_buffers(
88 st->pipe, shader_type,
89 num_ssbos,
90 st->last_num_ssbos[shader_type] - num_ssbos,
91 NULL, 0);
92 st->last_num_ssbos[shader_type] = num_ssbos;
93 }
94 }
95
st_bind_vs_ssbos(struct st_context * st)96 void st_bind_vs_ssbos(struct st_context *st)
97 {
98 struct gl_program *prog =
99 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
100
101 st_bind_ssbos(st, prog, PIPE_SHADER_VERTEX);
102 }
103
st_bind_fs_ssbos(struct st_context * st)104 void st_bind_fs_ssbos(struct st_context *st)
105 {
106 struct gl_program *prog =
107 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
108
109 st_bind_ssbos(st, prog, PIPE_SHADER_FRAGMENT);
110 }
111
st_bind_gs_ssbos(struct st_context * st)112 void st_bind_gs_ssbos(struct st_context *st)
113 {
114 struct gl_program *prog =
115 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
116
117 st_bind_ssbos(st, prog, PIPE_SHADER_GEOMETRY);
118 }
119
st_bind_tcs_ssbos(struct st_context * st)120 void st_bind_tcs_ssbos(struct st_context *st)
121 {
122 struct gl_program *prog =
123 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
124
125 st_bind_ssbos(st, prog, PIPE_SHADER_TESS_CTRL);
126 }
127
st_bind_tes_ssbos(struct st_context * st)128 void st_bind_tes_ssbos(struct st_context *st)
129 {
130 struct gl_program *prog =
131 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
132
133 st_bind_ssbos(st, prog, PIPE_SHADER_TESS_EVAL);
134 }
135
st_bind_cs_ssbos(struct st_context * st)136 void st_bind_cs_ssbos(struct st_context *st)
137 {
138 struct gl_program *prog =
139 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
140
141 st_bind_ssbos(st, prog, PIPE_SHADER_COMPUTE);
142 }
143