/************************************************************************** * * Copyright 2007 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include "main/imports.h" #include "program/prog_parameter.h" #include "program/prog_print.h" #include "main/shaderapi.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_upload_mgr.h" #include "cso_cache/cso_context.h" #include "st_debug.h" #include "st_context.h" #include "st_atom.h" #include "st_atom_constbuf.h" #include "st_program.h" #include "st_cb_bufferobjects.h" /** * Pass the given program parameters to the graphics pipe as a * constant buffer. */ void st_upload_constants(struct st_context *st, struct gl_program *prog) { gl_shader_stage stage = prog->info.stage; struct gl_program_parameter_list *params = prog->Parameters; enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage); assert(shader_type == PIPE_SHADER_VERTEX || shader_type == PIPE_SHADER_FRAGMENT || shader_type == PIPE_SHADER_GEOMETRY || shader_type == PIPE_SHADER_TESS_CTRL || shader_type == PIPE_SHADER_TESS_EVAL || shader_type == PIPE_SHADER_COMPUTE); /* update the ATI constants before rendering */ if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) { struct ati_fragment_shader *ati_fs = st->fp->ati_fs; unsigned c; for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) { if (ati_fs->LocalConstDef & (1 << c)) memcpy(params->ParameterValues[c], ati_fs->Constants[c], sizeof(GLfloat) * 4); else memcpy(params->ParameterValues[c], st->ctx->ATIFragmentShader.GlobalConstants[c], sizeof(GLfloat) * 4); } } /* Make all bindless samplers/images bound texture/image units resident in * the context. */ st_make_bound_samplers_resident(st, prog); st_make_bound_images_resident(st, prog); /* update constants */ if (params && params->NumParameters) { struct pipe_constant_buffer cb; const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4; /* Update the constants which come from fixed-function state, such as * transformation matrices, fog factors, etc. The rest of the values in * the parameters list are explicitly set by the user with glUniform, * glProgramParameter(), etc. */ if (params->StateFlags) _mesa_load_state_parameters(st->ctx, params); _mesa_shader_write_subroutine_indices(st->ctx, stage); cb.buffer = NULL; cb.user_buffer = params->ParameterValues; cb.buffer_offset = 0; cb.buffer_size = paramBytes; if (ST_DEBUG & DEBUG_CONSTANTS) { debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n", __func__, shader_type, params->NumParameters, params->StateFlags); _mesa_print_parameter_list(params); } cso_set_constant_buffer(st->cso_context, shader_type, 0, &cb); pipe_resource_reference(&cb.buffer, NULL); st->state.constants[shader_type].ptr = params->ParameterValues; st->state.constants[shader_type].size = paramBytes; } else if (st->state.constants[shader_type].ptr) { /* Unbind. */ st->state.constants[shader_type].ptr = NULL; st->state.constants[shader_type].size = 0; cso_set_constant_buffer(st->cso_context, shader_type, 0, NULL); } } /** * Vertex shader: */ void st_update_vs_constants(struct st_context *st ) { st_upload_constants(st, &st->vp->Base); } /** * Fragment shader: */ void st_update_fs_constants(struct st_context *st ) { st_upload_constants(st, &st->fp->Base); } /* Geometry shader: */ void st_update_gs_constants(struct st_context *st ) { struct st_common_program *gp = st->gp; if (gp) st_upload_constants(st, &gp->Base); } /* Tessellation control shader: */ void st_update_tcs_constants(struct st_context *st ) { struct st_common_program *tcp = st->tcp; if (tcp) st_upload_constants(st, &tcp->Base); } /* Tessellation evaluation shader: */ void st_update_tes_constants(struct st_context *st ) { struct st_common_program *tep = st->tep; if (tep) st_upload_constants(st, &tep->Base); } /* Compute shader: */ void st_update_cs_constants(struct st_context *st ) { struct st_compute_program *cp = st->cp; if (cp) st_upload_constants(st, &cp->Base); } static void st_bind_ubos(struct st_context *st, struct gl_program *prog, unsigned shader_type) { unsigned i; struct pipe_constant_buffer cb = { 0 }; if (!prog) return; for (i = 0; i < prog->info.num_ubos; i++) { struct gl_buffer_binding *binding; struct st_buffer_object *st_obj; binding = &st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding]; st_obj = st_buffer_object(binding->BufferObject); cb.buffer = st_obj->buffer; if (cb.buffer) { cb.buffer_offset = binding->Offset; cb.buffer_size = cb.buffer->width0 - binding->Offset; /* AutomaticSize is FALSE if the buffer was set with BindBufferRange. * Take the minimum just to be sure. */ if (!binding->AutomaticSize) cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size); } else { cb.buffer_offset = 0; cb.buffer_size = 0; } cso_set_constant_buffer(st->cso_context, shader_type, 1 + i, &cb); } } void st_bind_vs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; st_bind_ubos(st, prog, PIPE_SHADER_VERTEX); } void st_bind_fs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT); } void st_bind_gs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY); } void st_bind_tcs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL); } void st_bind_tes_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL); } void st_bind_cs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE); }