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1 /**************************************************************************
2  *
3  * Copyright 2016 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 #include "main/imports.h"
28 #include "main/shaderimage.h"
29 #include "program/prog_parameter.h"
30 #include "program/prog_print.h"
31 #include "compiler/glsl/ir_uniform.h"
32 
33 #include "pipe/p_context.h"
34 #include "pipe/p_defines.h"
35 #include "util/u_inlines.h"
36 #include "util/u_surface.h"
37 #include "cso_cache/cso_context.h"
38 
39 #include "st_cb_bufferobjects.h"
40 #include "st_cb_texture.h"
41 #include "st_debug.h"
42 #include "st_texture.h"
43 #include "st_context.h"
44 #include "st_atom.h"
45 #include "st_program.h"
46 #include "st_format.h"
47 
48 /**
49  * Convert a gl_image_unit object to a pipe_image_view object.
50  */
51 void
st_convert_image(const struct st_context * st,const struct gl_image_unit * u,struct pipe_image_view * img)52 st_convert_image(const struct st_context *st, const struct gl_image_unit *u,
53                  struct pipe_image_view *img)
54 {
55    struct st_texture_object *stObj = st_texture_object(u->TexObj);
56 
57    img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat);
58 
59    switch (u->Access) {
60    case GL_READ_ONLY:
61       img->access = PIPE_IMAGE_ACCESS_READ;
62       break;
63    case GL_WRITE_ONLY:
64       img->access = PIPE_IMAGE_ACCESS_WRITE;
65       break;
66    case GL_READ_WRITE:
67       img->access = PIPE_IMAGE_ACCESS_READ_WRITE;
68       break;
69    default:
70       unreachable("bad gl_image_unit::Access");
71    }
72 
73    if (stObj->base.Target == GL_TEXTURE_BUFFER) {
74       struct st_buffer_object *stbuf =
75          st_buffer_object(stObj->base.BufferObject);
76       unsigned base, size;
77 
78       if (!stbuf || !stbuf->buffer) {
79          memset(img, 0, sizeof(*img));
80          return;
81       }
82       struct pipe_resource *buf = stbuf->buffer;
83 
84       base = stObj->base.BufferOffset;
85       assert(base < buf->width0);
86       size = MIN2(buf->width0 - base, (unsigned)stObj->base.BufferSize);
87 
88       img->resource = stbuf->buffer;
89       img->u.buf.offset = base;
90       img->u.buf.size = size;
91    } else {
92       if (!st_finalize_texture(st->ctx, st->pipe, u->TexObj, 0) ||
93           !stObj->pt) {
94          memset(img, 0, sizeof(*img));
95          return;
96       }
97 
98       img->resource = stObj->pt;
99       img->u.tex.level = u->Level + stObj->base.MinLevel;
100       if (stObj->pt->target == PIPE_TEXTURE_3D) {
101          if (u->Layered) {
102             img->u.tex.first_layer = 0;
103             img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1;
104          } else {
105             img->u.tex.first_layer = u->_Layer;
106             img->u.tex.last_layer = u->_Layer;
107          }
108       } else {
109          img->u.tex.first_layer = u->_Layer + stObj->base.MinLayer;
110          img->u.tex.last_layer = u->_Layer + stObj->base.MinLayer;
111          if (u->Layered && img->resource->array_size > 1) {
112             if (stObj->base.Immutable)
113                img->u.tex.last_layer += stObj->base.NumLayers - 1;
114             else
115                img->u.tex.last_layer += img->resource->array_size - 1;
116          }
117       }
118    }
119 }
120 
121 /**
122  * Get a pipe_image_view object from an image unit.
123  */
124 void
st_convert_image_from_unit(const struct st_context * st,struct pipe_image_view * img,GLuint imgUnit)125 st_convert_image_from_unit(const struct st_context *st,
126                            struct pipe_image_view *img,
127                            GLuint imgUnit)
128 {
129    struct gl_image_unit *u = &st->ctx->ImageUnits[imgUnit];
130 
131    if (!_mesa_is_image_unit_valid(st->ctx, u)) {
132       memset(img, 0, sizeof(*img));
133       return;
134    }
135 
136    st_convert_image(st, u, img);
137 }
138 
139 static void
st_bind_images(struct st_context * st,struct gl_program * prog,enum pipe_shader_type shader_type)140 st_bind_images(struct st_context *st, struct gl_program *prog,
141                enum pipe_shader_type shader_type)
142 {
143    unsigned i;
144    struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
145    struct gl_program_constants *c;
146 
147    if (!prog || !st->pipe->set_shader_images)
148       return;
149 
150    c = &st->ctx->Const.Program[prog->info.stage];
151 
152    for (i = 0; i < prog->info.num_images; i++) {
153       struct pipe_image_view *img = &images[i];
154 
155       st_convert_image_from_unit(st, img, prog->sh.ImageUnits[i]);
156    }
157    cso_set_shader_images(st->cso_context, shader_type, 0,
158                          prog->info.num_images, images);
159    /* clear out any stale shader images */
160    if (prog->info.num_images < c->MaxImageUniforms)
161       cso_set_shader_images(
162             st->cso_context, shader_type, prog->info.num_images,
163             c->MaxImageUniforms - prog->info.num_images, NULL);
164 }
165 
st_bind_vs_images(struct st_context * st)166 void st_bind_vs_images(struct st_context *st)
167 {
168    struct gl_program *prog =
169       st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
170 
171    st_bind_images(st, prog, PIPE_SHADER_VERTEX);
172 }
173 
st_bind_fs_images(struct st_context * st)174 void st_bind_fs_images(struct st_context *st)
175 {
176    struct gl_program *prog =
177       st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
178 
179    st_bind_images(st, prog, PIPE_SHADER_FRAGMENT);
180 }
181 
st_bind_gs_images(struct st_context * st)182 void st_bind_gs_images(struct st_context *st)
183 {
184    struct gl_program *prog =
185       st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
186 
187    st_bind_images(st, prog, PIPE_SHADER_GEOMETRY);
188 }
189 
st_bind_tcs_images(struct st_context * st)190 void st_bind_tcs_images(struct st_context *st)
191 {
192    struct gl_program *prog =
193       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
194 
195    st_bind_images(st, prog, PIPE_SHADER_TESS_CTRL);
196 }
197 
st_bind_tes_images(struct st_context * st)198 void st_bind_tes_images(struct st_context *st)
199 {
200    struct gl_program *prog =
201       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
202 
203    st_bind_images(st, prog, PIPE_SHADER_TESS_EVAL);
204 }
205 
st_bind_cs_images(struct st_context * st)206 void st_bind_cs_images(struct st_context *st)
207 {
208    struct gl_program *prog =
209       st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
210 
211    st_bind_images(st, prog, PIPE_SHADER_COMPUTE);
212 }
213