blob: b30006a143c9ab58ff36d283672a31f913160dfa [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/imports.h"
#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_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"
static void
st_bind_images(struct st_context *st, struct gl_linked_shader *shader,
enum pipe_shader_type shader_type)
{
unsigned i;
struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
struct gl_program_constants *c;
if (!shader || !st->pipe->set_shader_images)
return;
c = &st->ctx->Const.Program[shader->Stage];
for (i = 0; i < shader->NumImages; i++) {
struct gl_image_unit *u =
&st->ctx->ImageUnits[shader->Program->sh.ImageUnits[i]];
struct st_texture_object *stObj = st_texture_object(u->TexObj);
struct pipe_image_view *img = &images[i];
if (!_mesa_is_image_unit_valid(st->ctx, u) ||
!st_finalize_texture(st->ctx, st->pipe, u->TexObj) ||
!stObj->pt) {
memset(img, 0, sizeof(*img));
continue;
}
img->resource = stObj->pt;
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");
}
if (stObj->pt->target == PIPE_BUFFER) {
unsigned base, size;
base = stObj->base.BufferOffset;
assert(base < stObj->pt->width0);
size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
img->u.buf.offset = base;
img->u.buf.size = size;
} else {
img->u.tex.level = u->Level + stObj->base.MinLevel;
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;
}
}
}
}
cso_set_shader_images(st->cso_context, shader_type, 0, shader->NumImages,
images);
/* clear out any stale shader images */
if (shader->NumImages < c->MaxImageUniforms)
cso_set_shader_images(
st->cso_context, shader_type,
shader->NumImages,
c->MaxImageUniforms - shader->NumImages,
NULL);
}
static void bind_vs_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX);
}
const struct st_tracked_state st_bind_vs_images = {
bind_vs_images
};
static void bind_fs_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT);
}
const struct st_tracked_state st_bind_fs_images = {
bind_fs_images
};
static void bind_gs_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY], PIPE_SHADER_GEOMETRY);
}
const struct st_tracked_state st_bind_gs_images = {
bind_gs_images
};
static void bind_tcs_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL], PIPE_SHADER_TESS_CTRL);
}
const struct st_tracked_state st_bind_tcs_images = {
bind_tcs_images
};
static void bind_tes_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL], PIPE_SHADER_TESS_EVAL);
}
const struct st_tracked_state st_bind_tes_images = {
bind_tes_images
};
static void bind_cs_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE], PIPE_SHADER_COMPUTE);
}
const struct st_tracked_state st_bind_cs_images = {
bind_cs_images
};