blob: 60028365bc4b41c532a8417d0e8274219b63dd1b [file] [log] [blame]
/**************************************************************************
*
* Copyright 2014 Ilia Mirkin. 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.
*
**************************************************************************/
#include "program/prog_parameter.h"
#include "program/prog_print.h"
#include "compiler/glsl/ir_uniform.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_surface.h"
#include "st_debug.h"
#include "st_cb_bufferobjects.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_program.h"
static void
st_bind_ssbos(struct st_context *st, struct gl_program *prog,
enum pipe_shader_type shader_type)
{
unsigned i;
struct pipe_shader_buffer buffers[MAX_SHADER_STORAGE_BUFFERS];
if (!prog || !st->pipe->set_shader_buffers)
return;
for (i = 0; i < prog->info.num_ssbos; i++) {
struct gl_buffer_binding *binding;
struct st_buffer_object *st_obj;
struct pipe_shader_buffer *sb = &buffers[i];
binding = &st->ctx->ShaderStorageBufferBindings[
prog->sh.ShaderStorageBlocks[i]->Binding];
st_obj = st_buffer_object(binding->BufferObject);
sb->buffer = st_obj ? st_obj->buffer : NULL;
if (sb->buffer) {
sb->buffer_offset = binding->Offset;
sb->buffer_size = sb->buffer->width0 - binding->Offset;
/* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
* Take the minimum just to be sure.
*/
if (!binding->AutomaticSize)
sb->buffer_size = MIN2(sb->buffer_size, (unsigned) binding->Size);
}
else {
sb->buffer_offset = 0;
sb->buffer_size = 0;
}
}
st->pipe->set_shader_buffers(st->pipe, shader_type, 0,
prog->info.num_ssbos, buffers,
prog->sh.ShaderStorageBlocksWriteAccess);
/* Clear out any stale shader buffers (or lowered atomic counters). */
int num_ssbos = prog->info.num_ssbos;
if (!st->has_hw_atomics)
num_ssbos += st->last_used_atomic_bindings[shader_type];
if (st->last_num_ssbos[shader_type] > num_ssbos) {
st->pipe->set_shader_buffers(
st->pipe, shader_type,
num_ssbos,
st->last_num_ssbos[shader_type] - num_ssbos,
NULL, 0);
st->last_num_ssbos[shader_type] = num_ssbos;
}
}
void st_bind_vs_ssbos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
st_bind_ssbos(st, prog, PIPE_SHADER_VERTEX);
}
void st_bind_fs_ssbos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
st_bind_ssbos(st, prog, PIPE_SHADER_FRAGMENT);
}
void st_bind_gs_ssbos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
st_bind_ssbos(st, prog, PIPE_SHADER_GEOMETRY);
}
void st_bind_tcs_ssbos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
st_bind_ssbos(st, prog, PIPE_SHADER_TESS_CTRL);
}
void st_bind_tes_ssbos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
st_bind_ssbos(st, prog, PIPE_SHADER_TESS_EVAL);
}
void st_bind_cs_ssbos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
st_bind_ssbos(st, prog, PIPE_SHADER_COMPUTE);
}