blob: a7fd17535a563bf5ec5936bb043cd4a7423b30c4 [file] [log] [blame]
/**************************************************************************
*
* Copyright 2016 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 "main/shaderimage.h"
#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 "cso_cache/cso_context.h"
#include "st_cb_bufferobjects.h"
#include "st_cb_texture.h"
#include "st_debug.h"
#include "st_texture.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_program.h"
#include "st_format.h"
/**
* Convert a gl_image_unit object to a pipe_image_view object.
*/
void
st_convert_image(const struct st_context *st, const struct gl_image_unit *u,
struct pipe_image_view *img, unsigned shader_access)
{
struct st_texture_object *stObj = st_texture_object(u->TexObj);
img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat);
switch (u->Access) {
case GL_READ_ONLY:
img->access = PIPE_IMAGE_ACCESS_READ;
break;
case GL_WRITE_ONLY:
img->access = PIPE_IMAGE_ACCESS_WRITE;
break;
case GL_READ_WRITE:
img->access = PIPE_IMAGE_ACCESS_READ_WRITE;
break;
default:
unreachable("bad gl_image_unit::Access");
}
switch (shader_access) {
case GL_NONE:
img->shader_access = 0;
break;
case GL_READ_ONLY:
img->shader_access = PIPE_IMAGE_ACCESS_READ;
break;
case GL_WRITE_ONLY:
img->shader_access = PIPE_IMAGE_ACCESS_WRITE;
break;
case GL_READ_WRITE:
img->shader_access = PIPE_IMAGE_ACCESS_READ_WRITE;
break;
default:
unreachable("bad gl_image_unit::Access");
}
if (stObj->base.Target == GL_TEXTURE_BUFFER) {
struct st_buffer_object *stbuf =
st_buffer_object(stObj->base.BufferObject);
unsigned base, size;
if (!stbuf || !stbuf->buffer) {
memset(img, 0, sizeof(*img));
return;
}
struct pipe_resource *buf = stbuf->buffer;
base = stObj->base.BufferOffset;
assert(base < buf->width0);
size = MIN2(buf->width0 - base, (unsigned)stObj->base.BufferSize);
img->resource = stbuf->buffer;
img->u.buf.offset = base;
img->u.buf.size = size;
} else {
if (!st_finalize_texture(st->ctx, st->pipe, u->TexObj, 0) ||
!stObj->pt) {
memset(img, 0, sizeof(*img));
return;
}
img->resource = stObj->pt;
img->u.tex.level = u->Level + stObj->base.MinLevel;
assert(img->u.tex.level <= img->resource->last_level);
if (stObj->pt->target == PIPE_TEXTURE_3D) {
if (u->Layered) {
img->u.tex.first_layer = 0;
img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1;
} else {
img->u.tex.first_layer = u->_Layer;
img->u.tex.last_layer = u->_Layer;
}
} else {
img->u.tex.first_layer = u->_Layer + stObj->base.MinLayer;
img->u.tex.last_layer = u->_Layer + stObj->base.MinLayer;
if (u->Layered && img->resource->array_size > 1) {
if (stObj->base.Immutable)
img->u.tex.last_layer += stObj->base.NumLayers - 1;
else
img->u.tex.last_layer += img->resource->array_size - 1;
}
}
}
}
/**
* Get a pipe_image_view object from an image unit.
*/
void
st_convert_image_from_unit(const struct st_context *st,
struct pipe_image_view *img,
GLuint imgUnit,
unsigned shader_access)
{
struct gl_image_unit *u = &st->ctx->ImageUnits[imgUnit];
if (!_mesa_is_image_unit_valid(st->ctx, u)) {
memset(img, 0, sizeof(*img));
return;
}
st_convert_image(st, u, img, shader_access);
}
static void
st_bind_images(struct st_context *st, struct gl_program *prog,
enum pipe_shader_type shader_type)
{
unsigned i;
struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
struct gl_program_constants *c;
if (!prog || !st->pipe->set_shader_images)
return;
c = &st->ctx->Const.Program[prog->info.stage];
for (i = 0; i < prog->info.num_images; i++) {
struct pipe_image_view *img = &images[i];
st_convert_image_from_unit(st, img, prog->sh.ImageUnits[i],
prog->sh.ImageAccess[i]);
}
cso_set_shader_images(st->cso_context, shader_type, 0,
prog->info.num_images, images);
/* clear out any stale shader images */
if (prog->info.num_images < c->MaxImageUniforms)
cso_set_shader_images(
st->cso_context, shader_type, prog->info.num_images,
c->MaxImageUniforms - prog->info.num_images, NULL);
}
void st_bind_vs_images(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
st_bind_images(st, prog, PIPE_SHADER_VERTEX);
}
void st_bind_fs_images(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
st_bind_images(st, prog, PIPE_SHADER_FRAGMENT);
}
void st_bind_gs_images(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
st_bind_images(st, prog, PIPE_SHADER_GEOMETRY);
}
void st_bind_tcs_images(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
st_bind_images(st, prog, PIPE_SHADER_TESS_CTRL);
}
void st_bind_tes_images(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
st_bind_images(st, prog, PIPE_SHADER_TESS_EVAL);
}
void st_bind_cs_images(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
st_bind_images(st, prog, PIPE_SHADER_COMPUTE);
}