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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_texture.h"
40 #include "st_debug.h"
41 #include "st_texture.h"
42 #include "st_context.h"
43 #include "st_atom.h"
44 #include "st_program.h"
45 #include "st_format.h"
46 
47 static void
st_bind_images(struct st_context * st,struct gl_program * prog,enum pipe_shader_type shader_type)48 st_bind_images(struct st_context *st, struct gl_program *prog,
49                enum pipe_shader_type shader_type)
50 {
51    unsigned i;
52    struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
53    struct gl_program_constants *c;
54 
55    if (!prog || !st->pipe->set_shader_images)
56       return;
57 
58    c = &st->ctx->Const.Program[prog->info.stage];
59 
60    for (i = 0; i < prog->info.num_images; i++) {
61       struct gl_image_unit *u =
62          &st->ctx->ImageUnits[prog->sh.ImageUnits[i]];
63       struct st_texture_object *stObj = st_texture_object(u->TexObj);
64       struct pipe_image_view *img = &images[i];
65 
66       if (!_mesa_is_image_unit_valid(st->ctx, u) ||
67           !st_finalize_texture(st->ctx, st->pipe, u->TexObj, 0) ||
68           !stObj->pt) {
69          memset(img, 0, sizeof(*img));
70          continue;
71       }
72 
73       img->resource = stObj->pt;
74       img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat);
75 
76       switch (u->Access) {
77       case GL_READ_ONLY:
78          img->access = PIPE_IMAGE_ACCESS_READ;
79          break;
80       case GL_WRITE_ONLY:
81          img->access = PIPE_IMAGE_ACCESS_WRITE;
82          break;
83       case GL_READ_WRITE:
84          img->access = PIPE_IMAGE_ACCESS_READ_WRITE;
85          break;
86       default:
87          unreachable("bad gl_image_unit::Access");
88       }
89 
90       if (stObj->pt->target == PIPE_BUFFER) {
91          unsigned base, size;
92 
93          base = stObj->base.BufferOffset;
94          assert(base < stObj->pt->width0);
95          size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
96 
97          img->u.buf.offset = base;
98          img->u.buf.size = size;
99       } else {
100          img->u.tex.level = u->Level + stObj->base.MinLevel;
101          if (stObj->pt->target == PIPE_TEXTURE_3D) {
102             if (u->Layered) {
103                img->u.tex.first_layer = 0;
104                img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1;
105             } else {
106                img->u.tex.first_layer = u->_Layer;
107                img->u.tex.last_layer = u->_Layer;
108             }
109          } else {
110             img->u.tex.first_layer = u->_Layer + stObj->base.MinLayer;
111             img->u.tex.last_layer = u->_Layer + stObj->base.MinLayer;
112             if (u->Layered && img->resource->array_size > 1) {
113                if (stObj->base.Immutable)
114                   img->u.tex.last_layer += stObj->base.NumLayers - 1;
115                else
116                   img->u.tex.last_layer += img->resource->array_size - 1;
117             }
118          }
119       }
120    }
121    cso_set_shader_images(st->cso_context, shader_type, 0,
122                          prog->info.num_images, images);
123    /* clear out any stale shader images */
124    if (prog->info.num_images < c->MaxImageUniforms)
125       cso_set_shader_images(
126             st->cso_context, shader_type, prog->info.num_images,
127             c->MaxImageUniforms - prog->info.num_images, NULL);
128 }
129 
bind_vs_images(struct st_context * st)130 static void bind_vs_images(struct st_context *st)
131 {
132    struct gl_shader_program *prog =
133       st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
134 
135    if (!prog || !prog->_LinkedShaders[MESA_SHADER_VERTEX])
136       return;
137 
138    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program, PIPE_SHADER_VERTEX);
139 }
140 
141 const struct st_tracked_state st_bind_vs_images = {
142    bind_vs_images
143 };
144 
bind_fs_images(struct st_context * st)145 static void bind_fs_images(struct st_context *st)
146 {
147    struct gl_shader_program *prog =
148       st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
149 
150    if (!prog || !prog->_LinkedShaders[MESA_SHADER_FRAGMENT])
151       return;
152 
153    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program, PIPE_SHADER_FRAGMENT);
154 }
155 
156 const struct st_tracked_state st_bind_fs_images = {
157    bind_fs_images
158 };
159 
bind_gs_images(struct st_context * st)160 static void bind_gs_images(struct st_context *st)
161 {
162    struct gl_shader_program *prog =
163       st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
164 
165    if (!prog || !prog->_LinkedShaders[MESA_SHADER_GEOMETRY])
166       return;
167 
168    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program, PIPE_SHADER_GEOMETRY);
169 }
170 
171 const struct st_tracked_state st_bind_gs_images = {
172    bind_gs_images
173 };
174 
bind_tcs_images(struct st_context * st)175 static void bind_tcs_images(struct st_context *st)
176 {
177    struct gl_shader_program *prog =
178       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
179 
180    if (!prog || !prog->_LinkedShaders[MESA_SHADER_TESS_CTRL])
181       return;
182 
183    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program, PIPE_SHADER_TESS_CTRL);
184 }
185 
186 const struct st_tracked_state st_bind_tcs_images = {
187    bind_tcs_images
188 };
189 
bind_tes_images(struct st_context * st)190 static void bind_tes_images(struct st_context *st)
191 {
192    struct gl_shader_program *prog =
193       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
194 
195    if (!prog || !prog->_LinkedShaders[MESA_SHADER_TESS_EVAL])
196       return;
197 
198    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program, PIPE_SHADER_TESS_EVAL);
199 }
200 
201 const struct st_tracked_state st_bind_tes_images = {
202    bind_tes_images
203 };
204 
bind_cs_images(struct st_context * st)205 static void bind_cs_images(struct st_context *st)
206 {
207    struct gl_shader_program *prog =
208       st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
209 
210    if (!prog || !prog->_LinkedShaders[MESA_SHADER_COMPUTE])
211       return;
212 
213    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE]->Program, PIPE_SHADER_COMPUTE);
214 }
215 
216 const struct st_tracked_state st_bind_cs_images = {
217    bind_cs_images
218 };
219