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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 
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,unsigned shader_access)52 st_convert_image(const struct st_context *st, const struct gl_image_unit *u,
53                  struct pipe_image_view *img, unsigned shader_access)
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    switch (shader_access) {
74    case GL_NONE:
75       img->shader_access = 0;
76       break;
77    case GL_READ_ONLY:
78       img->shader_access = PIPE_IMAGE_ACCESS_READ;
79       break;
80    case GL_WRITE_ONLY:
81       img->shader_access = PIPE_IMAGE_ACCESS_WRITE;
82       break;
83    case GL_READ_WRITE:
84       img->shader_access = PIPE_IMAGE_ACCESS_READ_WRITE;
85       break;
86    default:
87       unreachable("bad gl_image_unit::Access");
88    }
89 
90    if (stObj->base.Target == GL_TEXTURE_BUFFER) {
91       struct st_buffer_object *stbuf =
92          st_buffer_object(stObj->base.BufferObject);
93       unsigned base, size;
94 
95       if (!stbuf || !stbuf->buffer) {
96          memset(img, 0, sizeof(*img));
97          return;
98       }
99       struct pipe_resource *buf = stbuf->buffer;
100 
101       base = stObj->base.BufferOffset;
102       assert(base < buf->width0);
103       size = MIN2(buf->width0 - base, (unsigned)stObj->base.BufferSize);
104 
105       img->resource = stbuf->buffer;
106       img->u.buf.offset = base;
107       img->u.buf.size = size;
108    } else {
109       if (!st_finalize_texture(st->ctx, st->pipe, u->TexObj, 0) ||
110           !stObj->pt) {
111          memset(img, 0, sizeof(*img));
112          return;
113       }
114 
115       img->resource = stObj->pt;
116       img->u.tex.level = u->Level + stObj->base.MinLevel;
117       assert(img->u.tex.level <= img->resource->last_level);
118       if (stObj->pt->target == PIPE_TEXTURE_3D) {
119          if (u->Layered) {
120             img->u.tex.first_layer = 0;
121             img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1;
122          } else {
123             img->u.tex.first_layer = u->_Layer;
124             img->u.tex.last_layer = u->_Layer;
125          }
126       } else {
127          img->u.tex.first_layer = u->_Layer + stObj->base.MinLayer;
128          img->u.tex.last_layer = u->_Layer + stObj->base.MinLayer;
129          if (u->Layered && img->resource->array_size > 1) {
130             if (stObj->base.Immutable)
131                img->u.tex.last_layer += stObj->base.NumLayers - 1;
132             else
133                img->u.tex.last_layer += img->resource->array_size - 1;
134          }
135       }
136    }
137 }
138 
139 /**
140  * Get a pipe_image_view object from an image unit.
141  */
142 void
st_convert_image_from_unit(const struct st_context * st,struct pipe_image_view * img,GLuint imgUnit,unsigned shader_access)143 st_convert_image_from_unit(const struct st_context *st,
144                            struct pipe_image_view *img,
145                            GLuint imgUnit,
146                            unsigned shader_access)
147 {
148    struct gl_image_unit *u = &st->ctx->ImageUnits[imgUnit];
149 
150    if (!_mesa_is_image_unit_valid(st->ctx, u)) {
151       memset(img, 0, sizeof(*img));
152       return;
153    }
154 
155    st_convert_image(st, u, img, shader_access);
156 }
157 
158 static void
st_bind_images(struct st_context * st,struct gl_program * prog,enum pipe_shader_type shader_type)159 st_bind_images(struct st_context *st, struct gl_program *prog,
160                enum pipe_shader_type shader_type)
161 {
162    unsigned i;
163    struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
164    struct gl_program_constants *c;
165 
166    if (!prog || !st->pipe->set_shader_images)
167       return;
168 
169    c = &st->ctx->Const.Program[prog->info.stage];
170 
171    for (i = 0; i < prog->info.num_images; i++) {
172       struct pipe_image_view *img = &images[i];
173 
174       st_convert_image_from_unit(st, img, prog->sh.ImageUnits[i],
175                                  prog->sh.ImageAccess[i]);
176    }
177    cso_set_shader_images(st->cso_context, shader_type, 0,
178                          prog->info.num_images, images);
179    /* clear out any stale shader images */
180    if (prog->info.num_images < c->MaxImageUniforms)
181       cso_set_shader_images(
182             st->cso_context, shader_type, prog->info.num_images,
183             c->MaxImageUniforms - prog->info.num_images, NULL);
184 }
185 
st_bind_vs_images(struct st_context * st)186 void st_bind_vs_images(struct st_context *st)
187 {
188    struct gl_program *prog =
189       st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
190 
191    st_bind_images(st, prog, PIPE_SHADER_VERTEX);
192 }
193 
st_bind_fs_images(struct st_context * st)194 void st_bind_fs_images(struct st_context *st)
195 {
196    struct gl_program *prog =
197       st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
198 
199    st_bind_images(st, prog, PIPE_SHADER_FRAGMENT);
200 }
201 
st_bind_gs_images(struct st_context * st)202 void st_bind_gs_images(struct st_context *st)
203 {
204    struct gl_program *prog =
205       st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
206 
207    st_bind_images(st, prog, PIPE_SHADER_GEOMETRY);
208 }
209 
st_bind_tcs_images(struct st_context * st)210 void st_bind_tcs_images(struct st_context *st)
211 {
212    struct gl_program *prog =
213       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
214 
215    st_bind_images(st, prog, PIPE_SHADER_TESS_CTRL);
216 }
217 
st_bind_tes_images(struct st_context * st)218 void st_bind_tes_images(struct st_context *st)
219 {
220    struct gl_program *prog =
221       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
222 
223    st_bind_images(st, prog, PIPE_SHADER_TESS_EVAL);
224 }
225 
st_bind_cs_images(struct st_context * st)226 void st_bind_cs_images(struct st_context *st)
227 {
228    struct gl_program *prog =
229       st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
230 
231    st_bind_images(st, prog, PIPE_SHADER_COMPUTE);
232 }
233