353 lines
10 KiB
C
353 lines
10 KiB
C
/**************************************************************************
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*
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* Copyright 2007 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keithw@vmware.com>
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* Brian Paul
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*/
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#include "program/prog_parameter.h"
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#include "program/prog_print.h"
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#include "main/shaderapi.h"
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#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
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#include "util/u_inlines.h"
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#include "util/u_upload_mgr.h"
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#include "cso_cache/cso_context.h"
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#include "main/bufferobj.h"
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#include "st_debug.h"
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#include "st_context.h"
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#include "st_atom.h"
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#include "st_atom_constbuf.h"
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#include "st_program.h"
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/* Unbinds the CB0 if it's not used by the current program to avoid leaving
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* dangling pointers to old (potentially deleted) shaders in the driver.
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*/
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static void
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st_unbind_unused_cb0(struct st_context *st, enum pipe_shader_type shader_type)
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{
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if (st->state.constbuf0_enabled_shader_mask & (1 << shader_type)) {
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struct pipe_context *pipe = st->pipe;
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pipe->set_constant_buffer(pipe, shader_type, 0, false, NULL);
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st->state.constbuf0_enabled_shader_mask &= ~(1 << shader_type);
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}
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}
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/**
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* Pass the given program parameters to the graphics pipe as a
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* constant buffer.
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*/
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void
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st_upload_constants(struct st_context *st, struct gl_program *prog, gl_shader_stage stage)
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{
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enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage);
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if (!prog) {
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st_unbind_unused_cb0(st, shader_type);
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return;
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}
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struct gl_program_parameter_list *params = prog->Parameters;
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assert(shader_type == PIPE_SHADER_VERTEX ||
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shader_type == PIPE_SHADER_FRAGMENT ||
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shader_type == PIPE_SHADER_GEOMETRY ||
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shader_type == PIPE_SHADER_TESS_CTRL ||
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shader_type == PIPE_SHADER_TESS_EVAL ||
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shader_type == PIPE_SHADER_COMPUTE);
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/* update the ATI constants before rendering */
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if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) {
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struct ati_fragment_shader *ati_fs = st->fp->ati_fs;
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unsigned c;
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for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) {
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unsigned offset = params->Parameters[c].ValueOffset;
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if (ati_fs->LocalConstDef & (1 << c))
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memcpy(params->ParameterValues + offset,
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ati_fs->Constants[c], sizeof(GLfloat) * 4);
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else
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memcpy(params->ParameterValues + offset,
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st->ctx->ATIFragmentShader.GlobalConstants[c],
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sizeof(GLfloat) * 4);
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}
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}
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/* Make all bindless samplers/images bound texture/image units resident in
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* the context.
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*/
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st_make_bound_samplers_resident(st, prog);
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st_make_bound_images_resident(st, prog);
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/* update constants */
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if (params && params->NumParameters) {
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struct pipe_constant_buffer cb;
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const uint paramBytes = params->NumParameterValues * sizeof(GLfloat);
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_mesa_shader_write_subroutine_indices(st->ctx, stage);
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cb.buffer = NULL;
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cb.user_buffer = NULL;
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cb.buffer_offset = 0;
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cb.buffer_size = paramBytes;
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if (st->prefer_real_buffer_in_constbuf0) {
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struct pipe_context *pipe = st->pipe;
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uint32_t *ptr;
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const unsigned alignment = MAX2(
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st->ctx->Const.UniformBufferOffsetAlignment, 64);
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/* fetch_state always stores 4 components (16 bytes) per matrix row,
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* but matrix rows are sometimes allocated partially, so add 12
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* to compensate for the fetch_state defect.
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*/
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u_upload_alloc(pipe->const_uploader, 0, paramBytes + 12,
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alignment, &cb.buffer_offset, &cb.buffer, (void**)&ptr);
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int uniform_bytes = params->UniformBytes;
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if (uniform_bytes)
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memcpy(ptr, params->ParameterValues, uniform_bytes);
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/* Upload the constants which come from fixed-function state, such as
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* transformation matrices, fog factors, etc.
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*/
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if (params->StateFlags)
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_mesa_upload_state_parameters(st->ctx, params, ptr);
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u_upload_unmap(pipe->const_uploader);
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pipe->set_constant_buffer(pipe, shader_type, 0, true, &cb);
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/* Set inlinable constants. This is more involved because state
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* parameters are uploaded directly above instead of being loaded
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* into gl_program_parameter_list. The easiest way to get their values
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* is to load them.
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*/
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unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
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if (num_inlinable_uniforms) {
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uint32_t values[MAX_INLINABLE_UNIFORMS];
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gl_constant_value *constbuf = params->ParameterValues;
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bool loaded_state_vars = false;
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for (unsigned i = 0; i < num_inlinable_uniforms; i++) {
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unsigned dw_offset = prog->info.inlinable_uniform_dw_offsets[i];
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if (dw_offset * 4 >= uniform_bytes && !loaded_state_vars) {
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_mesa_load_state_parameters(st->ctx, params);
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loaded_state_vars = true;
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}
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values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
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}
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pipe->set_inlinable_constants(pipe, shader_type,
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prog->info.num_inlinable_uniforms,
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values);
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}
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} else {
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struct pipe_context *pipe = st->pipe;
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cb.user_buffer = params->ParameterValues;
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/* Update the constants which come from fixed-function state, such as
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* transformation matrices, fog factors, etc.
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*/
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if (params->StateFlags)
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_mesa_load_state_parameters(st->ctx, params);
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pipe->set_constant_buffer(pipe, shader_type, 0, false, &cb);
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/* Set inlinable constants. */
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unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
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if (num_inlinable_uniforms) {
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uint32_t values[MAX_INLINABLE_UNIFORMS];
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gl_constant_value *constbuf = params->ParameterValues;
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for (unsigned i = 0; i < num_inlinable_uniforms; i++)
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values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
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pipe->set_inlinable_constants(pipe, shader_type,
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prog->info.num_inlinable_uniforms,
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values);
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}
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}
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st->state.constbuf0_enabled_shader_mask |= 1 << shader_type;
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} else {
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st_unbind_unused_cb0(st, shader_type);
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}
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}
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/**
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* Vertex shader:
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*/
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void
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st_update_vs_constants(struct st_context *st)
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{
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st_upload_constants(st, st->vp, MESA_SHADER_VERTEX);
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}
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/**
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* Fragment shader:
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*/
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void
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st_update_fs_constants(struct st_context *st)
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{
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st_upload_constants(st, st->fp, MESA_SHADER_FRAGMENT);
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}
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/* Geometry shader:
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*/
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void
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st_update_gs_constants(struct st_context *st)
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{
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st_upload_constants(st, st->gp, MESA_SHADER_GEOMETRY);
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}
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/* Tessellation control shader:
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*/
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void
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st_update_tcs_constants(struct st_context *st)
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{
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st_upload_constants(st, st->tcp, MESA_SHADER_TESS_CTRL);
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}
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/* Tessellation evaluation shader:
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*/
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void
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st_update_tes_constants(struct st_context *st)
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{
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st_upload_constants(st, st->tep, MESA_SHADER_TESS_EVAL);
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}
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/* Compute shader:
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*/
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void
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st_update_cs_constants(struct st_context *st)
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{
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st_upload_constants(st, st->cp, MESA_SHADER_COMPUTE);
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}
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static void
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st_bind_ubos(struct st_context *st, struct gl_program *prog,
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enum pipe_shader_type shader_type)
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{
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unsigned i;
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struct pipe_constant_buffer cb = { 0 };
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if (!prog)
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return;
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struct pipe_context *pipe = st->pipe;
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for (i = 0; i < prog->sh.NumUniformBlocks; i++) {
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struct gl_buffer_binding *binding;
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binding =
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&st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
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cb.buffer = _mesa_get_bufferobj_reference(st->ctx, binding->BufferObject);
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if (cb.buffer) {
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cb.buffer_offset = binding->Offset;
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cb.buffer_size = cb.buffer->width0 - binding->Offset;
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/* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
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* Take the minimum just to be sure.
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*/
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if (!binding->AutomaticSize)
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cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
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}
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else {
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cb.buffer_offset = 0;
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cb.buffer_size = 0;
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}
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pipe->set_constant_buffer(pipe, shader_type, 1 + i, true, &cb);
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}
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}
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void
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st_bind_vs_ubos(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
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st_bind_ubos(st, prog, PIPE_SHADER_VERTEX);
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}
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void
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st_bind_fs_ubos(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
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st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT);
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}
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void
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st_bind_gs_ubos(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
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st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY);
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}
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void
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st_bind_tcs_ubos(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
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st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL);
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}
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void
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st_bind_tes_ubos(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
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st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL);
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}
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void
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st_bind_cs_ubos(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
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st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE);
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}
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