1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 * Brian Paul
32 */
33
34
35 #include "program/prog_parameter.h"
36 #include "program/prog_print.h"
37 #include "main/shaderapi.h"
38 #include "pipe/p_context.h"
39 #include "pipe/p_defines.h"
40 #include "util/u_inlines.h"
41 #include "util/u_upload_mgr.h"
42 #include "cso_cache/cso_context.h"
43
44 #include "st_debug.h"
45 #include "st_context.h"
46 #include "st_atom.h"
47 #include "st_atom_constbuf.h"
48 #include "st_program.h"
49 #include "st_cb_bufferobjects.h"
50
51 /* Unbinds the CB0 if it's not used by the current program to avoid leaving
52 * dangling pointers to old (potentially deleted) shaders in the driver.
53 */
54 static void
st_unbind_unused_cb0(struct st_context * st,enum pipe_shader_type shader_type)55 st_unbind_unused_cb0(struct st_context *st, enum pipe_shader_type shader_type)
56 {
57 if (st->state.constbuf0_enabled_shader_mask & (1 << shader_type)) {
58 struct pipe_context *pipe = st->pipe;
59
60 pipe->set_constant_buffer(pipe, shader_type, 0, false, NULL);
61 st->state.constbuf0_enabled_shader_mask &= ~(1 << shader_type);
62 }
63 }
64
65 /**
66 * Pass the given program parameters to the graphics pipe as a
67 * constant buffer.
68 */
69 void
st_upload_constants(struct st_context * st,struct gl_program * prog,gl_shader_stage stage)70 st_upload_constants(struct st_context *st, struct gl_program *prog, gl_shader_stage stage)
71 {
72 enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage);
73 if (!prog) {
74 st_unbind_unused_cb0(st, shader_type);
75 return;
76 }
77
78 struct gl_program_parameter_list *params = prog->Parameters;
79
80 assert(shader_type == PIPE_SHADER_VERTEX ||
81 shader_type == PIPE_SHADER_FRAGMENT ||
82 shader_type == PIPE_SHADER_GEOMETRY ||
83 shader_type == PIPE_SHADER_TESS_CTRL ||
84 shader_type == PIPE_SHADER_TESS_EVAL ||
85 shader_type == PIPE_SHADER_COMPUTE);
86
87 /* update the ATI constants before rendering */
88 if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) {
89 struct ati_fragment_shader *ati_fs = st->fp->ati_fs;
90 unsigned c;
91
92 for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) {
93 unsigned offset = params->Parameters[c].ValueOffset;
94 if (ati_fs->LocalConstDef & (1 << c))
95 memcpy(params->ParameterValues + offset,
96 ati_fs->Constants[c], sizeof(GLfloat) * 4);
97 else
98 memcpy(params->ParameterValues + offset,
99 st->ctx->ATIFragmentShader.GlobalConstants[c],
100 sizeof(GLfloat) * 4);
101 }
102 }
103
104 /* Make all bindless samplers/images bound texture/image units resident in
105 * the context.
106 */
107 st_make_bound_samplers_resident(st, prog);
108 st_make_bound_images_resident(st, prog);
109
110 /* update constants */
111 if (params && params->NumParameters) {
112 struct pipe_constant_buffer cb;
113 const uint paramBytes = params->NumParameterValues * sizeof(GLfloat);
114
115 _mesa_shader_write_subroutine_indices(st->ctx, stage);
116
117 cb.buffer = NULL;
118 cb.user_buffer = NULL;
119 cb.buffer_offset = 0;
120 cb.buffer_size = paramBytes;
121
122 if (st->prefer_real_buffer_in_constbuf0) {
123 struct pipe_context *pipe = st->pipe;
124 uint32_t *ptr;
125 /* fetch_state always stores 4 components (16 bytes) per matrix row,
126 * but matrix rows are sometimes allocated partially, so add 12
127 * to compensate for the fetch_state defect.
128 */
129 u_upload_alloc(pipe->const_uploader, 0, paramBytes + 12, 64,
130 &cb.buffer_offset, &cb.buffer, (void**)&ptr);
131
132 int uniform_bytes = params->UniformBytes;
133 if (uniform_bytes)
134 memcpy(ptr, params->ParameterValues, uniform_bytes);
135
136 /* Upload the constants which come from fixed-function state, such as
137 * transformation matrices, fog factors, etc.
138 */
139 if (params->StateFlags)
140 _mesa_upload_state_parameters(st->ctx, params, ptr);
141
142 u_upload_unmap(pipe->const_uploader);
143 pipe->set_constant_buffer(pipe, shader_type, 0, true, &cb);
144
145 /* Set inlinable constants. This is more involved because state
146 * parameters are uploaded directly above instead of being loaded
147 * into gl_program_parameter_list. The easiest way to get their values
148 * is to load them.
149 */
150 unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
151 if (num_inlinable_uniforms) {
152 uint32_t values[MAX_INLINABLE_UNIFORMS];
153 gl_constant_value *constbuf = params->ParameterValues;
154 bool loaded_state_vars = false;
155
156 for (unsigned i = 0; i < num_inlinable_uniforms; i++) {
157 unsigned dw_offset = prog->info.inlinable_uniform_dw_offsets[i];
158
159 if (dw_offset * 4 >= uniform_bytes && !loaded_state_vars) {
160 _mesa_load_state_parameters(st->ctx, params);
161 loaded_state_vars = true;
162 }
163
164 values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
165 }
166
167 pipe->set_inlinable_constants(pipe, shader_type,
168 prog->info.num_inlinable_uniforms,
169 values);
170 }
171 } else {
172 struct pipe_context *pipe = st->pipe;
173
174 cb.user_buffer = params->ParameterValues;
175
176 /* Update the constants which come from fixed-function state, such as
177 * transformation matrices, fog factors, etc.
178 */
179 if (params->StateFlags)
180 _mesa_load_state_parameters(st->ctx, params);
181
182 pipe->set_constant_buffer(pipe, shader_type, 0, false, &cb);
183
184 /* Set inlinable constants. */
185 unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
186 if (num_inlinable_uniforms) {
187 uint32_t values[MAX_INLINABLE_UNIFORMS];
188 gl_constant_value *constbuf = params->ParameterValues;
189
190 for (unsigned i = 0; i < num_inlinable_uniforms; i++)
191 values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
192
193 pipe->set_inlinable_constants(pipe, shader_type,
194 prog->info.num_inlinable_uniforms,
195 values);
196 }
197 }
198
199 st->state.constbuf0_enabled_shader_mask |= 1 << shader_type;
200 } else {
201 st_unbind_unused_cb0(st, shader_type);
202 }
203 }
204
205
206 /**
207 * Vertex shader:
208 */
209 void
st_update_vs_constants(struct st_context * st)210 st_update_vs_constants(struct st_context *st)
211 {
212 st_upload_constants(st, &st->vp->Base, MESA_SHADER_VERTEX);
213 }
214
215 /**
216 * Fragment shader:
217 */
218 void
st_update_fs_constants(struct st_context * st)219 st_update_fs_constants(struct st_context *st)
220 {
221 st_upload_constants(st, &st->fp->Base, MESA_SHADER_FRAGMENT);
222 }
223
224
225 /* Geometry shader:
226 */
227 void
st_update_gs_constants(struct st_context * st)228 st_update_gs_constants(struct st_context *st)
229 {
230 st_upload_constants(st, st->gp ? &st->gp->Base : NULL, MESA_SHADER_GEOMETRY);
231 }
232
233 /* Tessellation control shader:
234 */
235 void
st_update_tcs_constants(struct st_context * st)236 st_update_tcs_constants(struct st_context *st)
237 {
238 st_upload_constants(st, st->tcp ? &st->tcp->Base : NULL, MESA_SHADER_TESS_CTRL);
239 }
240
241 /* Tessellation evaluation shader:
242 */
243 void
st_update_tes_constants(struct st_context * st)244 st_update_tes_constants(struct st_context *st)
245 {
246 st_upload_constants(st, st->tep ? &st->tep->Base : NULL, MESA_SHADER_TESS_EVAL);
247 }
248
249 /* Compute shader:
250 */
251 void
st_update_cs_constants(struct st_context * st)252 st_update_cs_constants(struct st_context *st)
253 {
254 st_upload_constants(st, st->cp ? &st->cp->Base : NULL, MESA_SHADER_COMPUTE);
255 }
256
257 static void
st_bind_ubos(struct st_context * st,struct gl_program * prog,enum pipe_shader_type shader_type)258 st_bind_ubos(struct st_context *st, struct gl_program *prog,
259 enum pipe_shader_type shader_type)
260 {
261 unsigned i;
262 struct pipe_constant_buffer cb = { 0 };
263
264 if (!prog)
265 return;
266
267 struct pipe_context *pipe = st->pipe;
268
269 for (i = 0; i < prog->sh.NumUniformBlocks; i++) {
270 struct gl_buffer_binding *binding;
271
272 binding =
273 &st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
274
275 cb.buffer = st_get_buffer_reference(st->ctx, binding->BufferObject);
276
277 if (cb.buffer) {
278 cb.buffer_offset = binding->Offset;
279 cb.buffer_size = cb.buffer->width0 - binding->Offset;
280
281 /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
282 * Take the minimum just to be sure.
283 */
284 if (!binding->AutomaticSize)
285 cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
286 }
287 else {
288 cb.buffer_offset = 0;
289 cb.buffer_size = 0;
290 }
291
292 pipe->set_constant_buffer(pipe, shader_type, 1 + i, true, &cb);
293 }
294 }
295
296 void
st_bind_vs_ubos(struct st_context * st)297 st_bind_vs_ubos(struct st_context *st)
298 {
299 struct gl_program *prog =
300 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
301
302 st_bind_ubos(st, prog, PIPE_SHADER_VERTEX);
303 }
304
305 void
st_bind_fs_ubos(struct st_context * st)306 st_bind_fs_ubos(struct st_context *st)
307 {
308 struct gl_program *prog =
309 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
310
311 st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT);
312 }
313
314 void
st_bind_gs_ubos(struct st_context * st)315 st_bind_gs_ubos(struct st_context *st)
316 {
317 struct gl_program *prog =
318 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
319
320 st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY);
321 }
322
323 void
st_bind_tcs_ubos(struct st_context * st)324 st_bind_tcs_ubos(struct st_context *st)
325 {
326 struct gl_program *prog =
327 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
328
329 st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL);
330 }
331
332 void
st_bind_tes_ubos(struct st_context * st)333 st_bind_tes_ubos(struct st_context *st)
334 {
335 struct gl_program *prog =
336 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
337
338 st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL);
339 }
340
341 void
st_bind_cs_ubos(struct st_context * st)342 st_bind_cs_ubos(struct st_context *st)
343 {
344 struct gl_program *prog =
345 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
346
347 st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE);
348 }
349