mesa/src/mesa/state_tracker/st_atom_constbuf.c

353 lines
10 KiB
C

/**************************************************************************
*
* Copyright 2007 VMware, Inc.
* 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.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keithw@vmware.com>
* Brian Paul
*/
#include "program/prog_parameter.h"
#include "program/prog_print.h"
#include "main/shaderapi.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_upload_mgr.h"
#include "cso_cache/cso_context.h"
#include "main/bufferobj.h"
#include "st_debug.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_atom_constbuf.h"
#include "st_program.h"
/* Unbinds the CB0 if it's not used by the current program to avoid leaving
* dangling pointers to old (potentially deleted) shaders in the driver.
*/
static void
st_unbind_unused_cb0(struct st_context *st, enum pipe_shader_type shader_type)
{
if (st->state.constbuf0_enabled_shader_mask & (1 << shader_type)) {
struct pipe_context *pipe = st->pipe;
pipe->set_constant_buffer(pipe, shader_type, 0, false, NULL);
st->state.constbuf0_enabled_shader_mask &= ~(1 << shader_type);
}
}
/**
* Pass the given program parameters to the graphics pipe as a
* constant buffer.
*/
void
st_upload_constants(struct st_context *st, struct gl_program *prog, gl_shader_stage stage)
{
enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage);
if (!prog) {
st_unbind_unused_cb0(st, shader_type);
return;
}
struct gl_program_parameter_list *params = prog->Parameters;
assert(shader_type == PIPE_SHADER_VERTEX ||
shader_type == PIPE_SHADER_FRAGMENT ||
shader_type == PIPE_SHADER_GEOMETRY ||
shader_type == PIPE_SHADER_TESS_CTRL ||
shader_type == PIPE_SHADER_TESS_EVAL ||
shader_type == PIPE_SHADER_COMPUTE);
/* update the ATI constants before rendering */
if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) {
struct ati_fragment_shader *ati_fs = st->fp->ati_fs;
unsigned c;
for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) {
unsigned offset = params->Parameters[c].ValueOffset;
if (ati_fs->LocalConstDef & (1 << c))
memcpy(params->ParameterValues + offset,
ati_fs->Constants[c], sizeof(GLfloat) * 4);
else
memcpy(params->ParameterValues + offset,
st->ctx->ATIFragmentShader.GlobalConstants[c],
sizeof(GLfloat) * 4);
}
}
/* Make all bindless samplers/images bound texture/image units resident in
* the context.
*/
st_make_bound_samplers_resident(st, prog);
st_make_bound_images_resident(st, prog);
/* update constants */
if (params && params->NumParameters) {
struct pipe_constant_buffer cb;
const uint paramBytes = params->NumParameterValues * sizeof(GLfloat);
_mesa_shader_write_subroutine_indices(st->ctx, stage);
cb.buffer = NULL;
cb.user_buffer = NULL;
cb.buffer_offset = 0;
cb.buffer_size = paramBytes;
if (st->prefer_real_buffer_in_constbuf0) {
struct pipe_context *pipe = st->pipe;
uint32_t *ptr;
const unsigned alignment = MAX2(
st->ctx->Const.UniformBufferOffsetAlignment, 64);
/* fetch_state always stores 4 components (16 bytes) per matrix row,
* but matrix rows are sometimes allocated partially, so add 12
* to compensate for the fetch_state defect.
*/
u_upload_alloc(pipe->const_uploader, 0, paramBytes + 12,
alignment, &cb.buffer_offset, &cb.buffer, (void**)&ptr);
int uniform_bytes = params->UniformBytes;
if (uniform_bytes)
memcpy(ptr, params->ParameterValues, uniform_bytes);
/* Upload the constants which come from fixed-function state, such as
* transformation matrices, fog factors, etc.
*/
if (params->StateFlags)
_mesa_upload_state_parameters(st->ctx, params, ptr);
u_upload_unmap(pipe->const_uploader);
pipe->set_constant_buffer(pipe, shader_type, 0, true, &cb);
/* Set inlinable constants. This is more involved because state
* parameters are uploaded directly above instead of being loaded
* into gl_program_parameter_list. The easiest way to get their values
* is to load them.
*/
unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
if (num_inlinable_uniforms) {
uint32_t values[MAX_INLINABLE_UNIFORMS];
gl_constant_value *constbuf = params->ParameterValues;
bool loaded_state_vars = false;
for (unsigned i = 0; i < num_inlinable_uniforms; i++) {
unsigned dw_offset = prog->info.inlinable_uniform_dw_offsets[i];
if (dw_offset * 4 >= uniform_bytes && !loaded_state_vars) {
_mesa_load_state_parameters(st->ctx, params);
loaded_state_vars = true;
}
values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
}
pipe->set_inlinable_constants(pipe, shader_type,
prog->info.num_inlinable_uniforms,
values);
}
} else {
struct pipe_context *pipe = st->pipe;
cb.user_buffer = params->ParameterValues;
/* Update the constants which come from fixed-function state, such as
* transformation matrices, fog factors, etc.
*/
if (params->StateFlags)
_mesa_load_state_parameters(st->ctx, params);
pipe->set_constant_buffer(pipe, shader_type, 0, false, &cb);
/* Set inlinable constants. */
unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
if (num_inlinable_uniforms) {
uint32_t values[MAX_INLINABLE_UNIFORMS];
gl_constant_value *constbuf = params->ParameterValues;
for (unsigned i = 0; i < num_inlinable_uniforms; i++)
values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
pipe->set_inlinable_constants(pipe, shader_type,
prog->info.num_inlinable_uniforms,
values);
}
}
st->state.constbuf0_enabled_shader_mask |= 1 << shader_type;
} else {
st_unbind_unused_cb0(st, shader_type);
}
}
/**
* Vertex shader:
*/
void
st_update_vs_constants(struct st_context *st)
{
st_upload_constants(st, st->vp, MESA_SHADER_VERTEX);
}
/**
* Fragment shader:
*/
void
st_update_fs_constants(struct st_context *st)
{
st_upload_constants(st, st->fp, MESA_SHADER_FRAGMENT);
}
/* Geometry shader:
*/
void
st_update_gs_constants(struct st_context *st)
{
st_upload_constants(st, st->gp, MESA_SHADER_GEOMETRY);
}
/* Tessellation control shader:
*/
void
st_update_tcs_constants(struct st_context *st)
{
st_upload_constants(st, st->tcp, MESA_SHADER_TESS_CTRL);
}
/* Tessellation evaluation shader:
*/
void
st_update_tes_constants(struct st_context *st)
{
st_upload_constants(st, st->tep, MESA_SHADER_TESS_EVAL);
}
/* Compute shader:
*/
void
st_update_cs_constants(struct st_context *st)
{
st_upload_constants(st, st->cp, MESA_SHADER_COMPUTE);
}
static void
st_bind_ubos(struct st_context *st, struct gl_program *prog,
enum pipe_shader_type shader_type)
{
unsigned i;
struct pipe_constant_buffer cb = { 0 };
if (!prog)
return;
struct pipe_context *pipe = st->pipe;
for (i = 0; i < prog->sh.NumUniformBlocks; i++) {
struct gl_buffer_binding *binding;
binding =
&st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
cb.buffer = _mesa_get_bufferobj_reference(st->ctx, binding->BufferObject);
if (cb.buffer) {
cb.buffer_offset = binding->Offset;
cb.buffer_size = cb.buffer->width0 - binding->Offset;
/* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
* Take the minimum just to be sure.
*/
if (!binding->AutomaticSize)
cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
}
else {
cb.buffer_offset = 0;
cb.buffer_size = 0;
}
pipe->set_constant_buffer(pipe, shader_type, 1 + i, true, &cb);
}
}
void
st_bind_vs_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
st_bind_ubos(st, prog, PIPE_SHADER_VERTEX);
}
void
st_bind_fs_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT);
}
void
st_bind_gs_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY);
}
void
st_bind_tcs_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL);
}
void
st_bind_tes_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL);
}
void
st_bind_cs_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE);
}