142 lines
4.5 KiB
C
142 lines
4.5 KiB
C
/**************************************************************************
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*
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* Copyright 2014 Ilia Mirkin. 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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#include "program/prog_parameter.h"
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#include "program/prog_print.h"
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#include "compiler/glsl/ir_uniform.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_surface.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_program.h"
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static void
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st_bind_ssbos(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_shader_buffer buffers[MAX_SHADER_STORAGE_BUFFERS];
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if (!prog || !st->pipe->set_shader_buffers)
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return;
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for (i = 0; i < prog->info.num_ssbos; i++) {
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struct gl_buffer_binding *binding;
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struct gl_buffer_object *st_obj;
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struct pipe_shader_buffer *sb = &buffers[i];
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binding = &st->ctx->ShaderStorageBufferBindings[
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prog->sh.ShaderStorageBlocks[i]->Binding];
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st_obj = binding->BufferObject;
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sb->buffer = st_obj ? st_obj->buffer : NULL;
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if (sb->buffer) {
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sb->buffer_offset = binding->Offset;
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sb->buffer_size = sb->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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sb->buffer_size = MIN2(sb->buffer_size, (unsigned) binding->Size);
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}
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else {
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sb->buffer_offset = 0;
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sb->buffer_size = 0;
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}
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}
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st->pipe->set_shader_buffers(st->pipe, shader_type, 0,
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prog->info.num_ssbos, buffers,
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prog->sh.ShaderStorageBlocksWriteAccess);
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/* Clear out any stale shader buffers (or lowered atomic counters). */
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int num_ssbos = prog->info.num_ssbos;
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if (!st->has_hw_atomics)
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num_ssbos += st->last_used_atomic_bindings[shader_type];
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if (st->last_num_ssbos[shader_type] > num_ssbos) {
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st->pipe->set_shader_buffers(
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st->pipe, shader_type,
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num_ssbos,
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st->last_num_ssbos[shader_type] - num_ssbos,
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NULL, 0);
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st->last_num_ssbos[shader_type] = num_ssbos;
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}
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}
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void st_bind_vs_ssbos(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_ssbos(st, prog, PIPE_SHADER_VERTEX);
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}
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void st_bind_fs_ssbos(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_ssbos(st, prog, PIPE_SHADER_FRAGMENT);
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}
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void st_bind_gs_ssbos(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_ssbos(st, prog, PIPE_SHADER_GEOMETRY);
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}
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void st_bind_tcs_ssbos(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_ssbos(st, prog, PIPE_SHADER_TESS_CTRL);
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}
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void st_bind_tes_ssbos(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_ssbos(st, prog, PIPE_SHADER_TESS_EVAL);
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}
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void st_bind_cs_ssbos(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_ssbos(st, prog, PIPE_SHADER_COMPUTE);
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}
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