1 /**************************************************************************
3 * Copyright 2016 Ilia Mirkin. All Rights Reserved.
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sub license, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
20 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 **************************************************************************/
27 #include "main/imports.h"
28 #include "main/shaderimage.h"
29 #include "program/prog_parameter.h"
30 #include "program/prog_print.h"
31 #include "compiler/glsl/ir_uniform.h"
33 #include "pipe/p_context.h"
34 #include "pipe/p_defines.h"
35 #include "util/u_inlines.h"
36 #include "util/u_surface.h"
37 #include "cso_cache/cso_context.h"
39 #include "st_cb_texture.h"
41 #include "st_texture.h"
42 #include "st_context.h"
44 #include "st_program.h"
45 #include "st_format.h"
48 st_bind_images(struct st_context
*st
, struct gl_program
*prog
,
49 enum pipe_shader_type shader_type
)
52 struct pipe_image_view images
[MAX_IMAGE_UNIFORMS
];
53 struct gl_program_constants
*c
;
55 if (!prog
|| !st
->pipe
->set_shader_images
)
58 c
= &st
->ctx
->Const
.Program
[prog
->info
.stage
];
60 for (i
= 0; i
< prog
->info
.num_images
; i
++) {
61 struct gl_image_unit
*u
=
62 &st
->ctx
->ImageUnits
[prog
->sh
.ImageUnits
[i
]];
63 struct st_texture_object
*stObj
= st_texture_object(u
->TexObj
);
64 struct pipe_image_view
*img
= &images
[i
];
66 if (!_mesa_is_image_unit_valid(st
->ctx
, u
) ||
67 !st_finalize_texture(st
->ctx
, st
->pipe
, u
->TexObj
) ||
69 memset(img
, 0, sizeof(*img
));
73 img
->resource
= stObj
->pt
;
74 img
->format
= st_mesa_format_to_pipe_format(st
, u
->_ActualFormat
);
78 img
->access
= PIPE_IMAGE_ACCESS_READ
;
81 img
->access
= PIPE_IMAGE_ACCESS_WRITE
;
84 img
->access
= PIPE_IMAGE_ACCESS_READ_WRITE
;
87 unreachable("bad gl_image_unit::Access");
90 if (stObj
->pt
->target
== PIPE_BUFFER
) {
93 base
= stObj
->base
.BufferOffset
;
94 assert(base
< stObj
->pt
->width0
);
95 size
= MIN2(stObj
->pt
->width0
- base
, (unsigned)stObj
->base
.BufferSize
);
97 img
->u
.buf
.offset
= base
;
98 img
->u
.buf
.size
= size
;
100 img
->u
.tex
.level
= u
->Level
+ stObj
->base
.MinLevel
;
101 if (stObj
->pt
->target
== PIPE_TEXTURE_3D
) {
103 img
->u
.tex
.first_layer
= 0;
104 img
->u
.tex
.last_layer
= u_minify(stObj
->pt
->depth0
, img
->u
.tex
.level
) - 1;
106 img
->u
.tex
.first_layer
= u
->_Layer
;
107 img
->u
.tex
.last_layer
= u
->_Layer
;
110 img
->u
.tex
.first_layer
= u
->_Layer
+ stObj
->base
.MinLayer
;
111 img
->u
.tex
.last_layer
= u
->_Layer
+ stObj
->base
.MinLayer
;
112 if (u
->Layered
&& img
->resource
->array_size
> 1) {
113 if (stObj
->base
.Immutable
)
114 img
->u
.tex
.last_layer
+= stObj
->base
.NumLayers
- 1;
116 img
->u
.tex
.last_layer
+= img
->resource
->array_size
- 1;
121 cso_set_shader_images(st
->cso_context
, shader_type
, 0,
122 prog
->info
.num_images
, images
);
123 /* clear out any stale shader images */
124 if (prog
->info
.num_images
< c
->MaxImageUniforms
)
125 cso_set_shader_images(
126 st
->cso_context
, shader_type
, prog
->info
.num_images
,
127 c
->MaxImageUniforms
- prog
->info
.num_images
, NULL
);
130 static void bind_vs_images(struct st_context
*st
)
132 struct gl_shader_program
*prog
=
133 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
];
135 if (!prog
|| !prog
->_LinkedShaders
[MESA_SHADER_VERTEX
])
138 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
, PIPE_SHADER_VERTEX
);
141 const struct st_tracked_state st_bind_vs_images
= {
145 static void bind_fs_images(struct st_context
*st
)
147 struct gl_shader_program
*prog
=
148 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_FRAGMENT
];
150 if (!prog
|| !prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
])
153 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
, PIPE_SHADER_FRAGMENT
);
156 const struct st_tracked_state st_bind_fs_images
= {
160 static void bind_gs_images(struct st_context
*st
)
162 struct gl_shader_program
*prog
=
163 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_GEOMETRY
];
165 if (!prog
|| !prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
])
168 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->Program
, PIPE_SHADER_GEOMETRY
);
171 const struct st_tracked_state st_bind_gs_images
= {
175 static void bind_tcs_images(struct st_context
*st
)
177 struct gl_shader_program
*prog
=
178 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_CTRL
];
180 if (!prog
|| !prog
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
])
183 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
]->Program
, PIPE_SHADER_TESS_CTRL
);
186 const struct st_tracked_state st_bind_tcs_images
= {
190 static void bind_tes_images(struct st_context
*st
)
192 struct gl_shader_program
*prog
=
193 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_EVAL
];
195 if (!prog
|| !prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
])
198 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
]->Program
, PIPE_SHADER_TESS_EVAL
);
201 const struct st_tracked_state st_bind_tes_images
= {
205 static void bind_cs_images(struct st_context
*st
)
207 struct gl_shader_program
*prog
=
208 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_COMPUTE
];
210 if (!prog
|| !prog
->_LinkedShaders
[MESA_SHADER_COMPUTE
])
213 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_COMPUTE
]->Program
, PIPE_SHADER_COMPUTE
);
216 const struct st_tracked_state st_bind_cs_images
= {