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