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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 "main/bufferobj.h"
45 #include "st_debug.h"
46 #include "st_context.h"
47 #include "st_atom.h"
48 #include "st_atom_constbuf.h"
49 #include "st_program.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 
126          const unsigned alignment = MAX2(
127             st->ctx->Const.UniformBufferOffsetAlignment, 64);
128 
129          /* fetch_state always stores 4 components (16 bytes) per matrix row,
130           * but matrix rows are sometimes allocated partially, so add 12
131           * to compensate for the fetch_state defect.
132           */
133          u_upload_alloc(pipe->const_uploader, 0, paramBytes + 12,
134             alignment, &cb.buffer_offset, &cb.buffer, (void**)&ptr);
135 
136          int uniform_bytes = params->UniformBytes;
137          if (uniform_bytes)
138             memcpy(ptr, params->ParameterValues, uniform_bytes);
139 
140          /* Upload the constants which come from fixed-function state, such as
141           * transformation matrices, fog factors, etc.
142           */
143          if (params->StateFlags)
144             _mesa_upload_state_parameters(st->ctx, params, ptr);
145 
146          u_upload_unmap(pipe->const_uploader);
147          pipe->set_constant_buffer(pipe, shader_type, 0, true, &cb);
148 
149          /* Set inlinable constants. This is more involved because state
150           * parameters are uploaded directly above instead of being loaded
151           * into gl_program_parameter_list. The easiest way to get their values
152           * is to load them.
153           */
154          unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
155          if (num_inlinable_uniforms) {
156             uint32_t values[MAX_INLINABLE_UNIFORMS];
157             gl_constant_value *constbuf = params->ParameterValues;
158             bool loaded_state_vars = false;
159 
160             for (unsigned i = 0; i < num_inlinable_uniforms; i++) {
161                unsigned dw_offset = prog->info.inlinable_uniform_dw_offsets[i];
162 
163                if (dw_offset * 4 >= uniform_bytes && !loaded_state_vars) {
164                   _mesa_load_state_parameters(st->ctx, params);
165                   loaded_state_vars = true;
166                }
167 
168                values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
169             }
170 
171             pipe->set_inlinable_constants(pipe, shader_type,
172                                           prog->info.num_inlinable_uniforms,
173                                           values);
174          }
175       } else {
176          struct pipe_context *pipe = st->pipe;
177 
178          cb.user_buffer = params->ParameterValues;
179 
180          /* Update the constants which come from fixed-function state, such as
181           * transformation matrices, fog factors, etc.
182           */
183          if (params->StateFlags)
184             _mesa_load_state_parameters(st->ctx, params);
185 
186          pipe->set_constant_buffer(pipe, shader_type, 0, false, &cb);
187 
188          /* Set inlinable constants. */
189          unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
190          if (num_inlinable_uniforms) {
191             uint32_t values[MAX_INLINABLE_UNIFORMS];
192             gl_constant_value *constbuf = params->ParameterValues;
193 
194             for (unsigned i = 0; i < num_inlinable_uniforms; i++)
195                values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
196 
197             pipe->set_inlinable_constants(pipe, shader_type,
198                                           prog->info.num_inlinable_uniforms,
199                                           values);
200          }
201       }
202 
203       st->state.constbuf0_enabled_shader_mask |= 1 << shader_type;
204    } else {
205       st_unbind_unused_cb0(st, shader_type);
206    }
207 }
208 
209 
210 /**
211  * Vertex shader:
212  */
213 void
st_update_vs_constants(struct st_context * st)214 st_update_vs_constants(struct st_context *st)
215 {
216    st_upload_constants(st, st->vp, MESA_SHADER_VERTEX);
217 }
218 
219 /**
220  * Fragment shader:
221  */
222 void
st_update_fs_constants(struct st_context * st)223 st_update_fs_constants(struct st_context *st)
224 {
225    st_upload_constants(st, st->fp, MESA_SHADER_FRAGMENT);
226 }
227 
228 
229 /* Geometry shader:
230  */
231 void
st_update_gs_constants(struct st_context * st)232 st_update_gs_constants(struct st_context *st)
233 {
234    st_upload_constants(st, st->gp, MESA_SHADER_GEOMETRY);
235 }
236 
237 /* Tessellation control shader:
238  */
239 void
st_update_tcs_constants(struct st_context * st)240 st_update_tcs_constants(struct st_context *st)
241 {
242    st_upload_constants(st, st->tcp, MESA_SHADER_TESS_CTRL);
243 }
244 
245 /* Tessellation evaluation shader:
246  */
247 void
st_update_tes_constants(struct st_context * st)248 st_update_tes_constants(struct st_context *st)
249 {
250    st_upload_constants(st, st->tep, MESA_SHADER_TESS_EVAL);
251 }
252 
253 /* Compute shader:
254  */
255 void
st_update_cs_constants(struct st_context * st)256 st_update_cs_constants(struct st_context *st)
257 {
258    st_upload_constants(st, st->cp, MESA_SHADER_COMPUTE);
259 }
260 
261 static void
st_bind_ubos(struct st_context * st,struct gl_program * prog,enum pipe_shader_type shader_type)262 st_bind_ubos(struct st_context *st, struct gl_program *prog,
263              enum pipe_shader_type shader_type)
264 {
265    unsigned i;
266    struct pipe_constant_buffer cb = { 0 };
267 
268    if (!prog)
269       return;
270 
271    struct pipe_context *pipe = st->pipe;
272 
273    for (i = 0; i < prog->sh.NumUniformBlocks; i++) {
274       struct gl_buffer_binding *binding;
275 
276       binding =
277          &st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
278 
279       cb.buffer = _mesa_get_bufferobj_reference(st->ctx, binding->BufferObject);
280 
281       if (cb.buffer) {
282          cb.buffer_offset = binding->Offset;
283          cb.buffer_size = cb.buffer->width0 - binding->Offset;
284 
285          /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
286           * Take the minimum just to be sure.
287           */
288          if (!binding->AutomaticSize)
289             cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
290       }
291       else {
292          cb.buffer_offset = 0;
293          cb.buffer_size = 0;
294       }
295 
296       pipe->set_constant_buffer(pipe, shader_type, 1 + i, true, &cb);
297    }
298 }
299 
300 void
st_bind_vs_ubos(struct st_context * st)301 st_bind_vs_ubos(struct st_context *st)
302 {
303    struct gl_program *prog =
304       st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
305 
306    st_bind_ubos(st, prog, PIPE_SHADER_VERTEX);
307 }
308 
309 void
st_bind_fs_ubos(struct st_context * st)310 st_bind_fs_ubos(struct st_context *st)
311 {
312    struct gl_program *prog =
313       st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
314 
315    st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT);
316 }
317 
318 void
st_bind_gs_ubos(struct st_context * st)319 st_bind_gs_ubos(struct st_context *st)
320 {
321    struct gl_program *prog =
322       st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
323 
324    st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY);
325 }
326 
327 void
st_bind_tcs_ubos(struct st_context * st)328 st_bind_tcs_ubos(struct st_context *st)
329 {
330    struct gl_program *prog =
331       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
332 
333    st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL);
334 }
335 
336 void
st_bind_tes_ubos(struct st_context * st)337 st_bind_tes_ubos(struct st_context *st)
338 {
339    struct gl_program *prog =
340       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
341 
342    st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL);
343 }
344 
345 void
st_bind_cs_ubos(struct st_context * st)346 st_bind_cs_ubos(struct st_context *st)
347 {
348    struct gl_program *prog =
349       st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
350 
351    st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE);
352 }
353