/************************************************************************** * * 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_binding_to_sb(struct gl_buffer_binding *binding, struct pipe_shader_buffer *sb) { struct st_buffer_object *st_obj = st_buffer_object(binding->BufferObject); if (st_obj && st_obj->buffer) { sb->buffer = st_obj->buffer; sb->buffer_offset = binding->Offset; sb->buffer_size = st_obj->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 = NULL; sb->buffer_offset = 0; sb->buffer_size = 0; } } static void st_bind_atomics(struct st_context *st, struct gl_program *prog, gl_shader_stage stage) { unsigned i; enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage); if (!prog || !st->pipe->set_shader_buffers || st->has_hw_atomics) return; /* For !has_hw_atomics, the atomic counters have been rewritten to be above * the SSBOs used by the program. */ unsigned buffer_base = prog->info.num_ssbos; unsigned used_bindings = 0; for (i = 0; i < prog->sh.data->NumAtomicBuffers; i++) { struct gl_active_atomic_buffer *atomic = &prog->sh.data->AtomicBuffers[i]; struct pipe_shader_buffer sb; st_binding_to_sb(&st->ctx->AtomicBufferBindings[atomic->Binding], &sb); st->pipe->set_shader_buffers(st->pipe, shader_type, buffer_base + atomic->Binding, 1, &sb, 0x1); used_bindings = MAX2(atomic->Binding + 1, used_bindings); } st->last_used_atomic_bindings[shader_type] = used_bindings; } void st_bind_vs_atomics(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; st_bind_atomics(st, prog, MESA_SHADER_VERTEX); } void st_bind_fs_atomics(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; st_bind_atomics(st, prog, MESA_SHADER_FRAGMENT); } void st_bind_gs_atomics(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; st_bind_atomics(st, prog, MESA_SHADER_GEOMETRY); } void st_bind_tcs_atomics(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; st_bind_atomics(st, prog, MESA_SHADER_TESS_CTRL); } void st_bind_tes_atomics(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; st_bind_atomics(st, prog, MESA_SHADER_TESS_EVAL); } void st_bind_cs_atomics(struct st_context *st) { if (st->has_hw_atomics) { st_bind_hw_atomic_buffers(st); return; } struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; st_bind_atomics(st, prog, MESA_SHADER_COMPUTE); } void st_bind_hw_atomic_buffers(struct st_context *st) { struct pipe_shader_buffer buffers[PIPE_MAX_HW_ATOMIC_BUFFERS]; int i; if (!st->has_hw_atomics) return; for (i = 0; i < st->ctx->Const.MaxAtomicBufferBindings; i++) st_binding_to_sb(&st->ctx->AtomicBufferBindings[i], &buffers[i]); st->pipe->set_hw_atomic_buffers(st->pipe, 0, st->ctx->Const.MaxAtomicBufferBindings, buffers); }