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_shader
*shader
,
52 struct pipe_image_view images
[MAX_IMAGE_UNIFORMS
];
53 struct gl_program_constants
*c
;
55 if (!shader
|| !st
->pipe
->set_shader_images
)
58 c
= &st
->ctx
->Const
.Program
[shader
->Stage
];
60 for (i
= 0; i
< shader
->NumImages
; i
++) {
61 struct gl_image_unit
*u
= &st
->ctx
->ImageUnits
[shader
->ImageUnits
[i
]];
62 struct st_texture_object
*stObj
= st_texture_object(u
->TexObj
);
63 struct pipe_image_view
*img
= &images
[i
];
65 if (!_mesa_is_image_unit_valid(st
->ctx
, u
) ||
66 !st_finalize_texture(st
->ctx
, st
->pipe
, u
->TexObj
) ||
68 memset(img
, 0, sizeof(*img
));
72 img
->resource
= stObj
->pt
;
73 img
->format
= st_mesa_format_to_pipe_format(st
, u
->_ActualFormat
);
77 img
->access
= PIPE_IMAGE_ACCESS_READ
;
80 img
->access
= PIPE_IMAGE_ACCESS_WRITE
;
83 img
->access
= PIPE_IMAGE_ACCESS_READ_WRITE
;
86 unreachable("bad gl_image_unit::Access");
89 if (stObj
->pt
->target
== PIPE_BUFFER
) {
92 const struct util_format_description
*desc
93 = util_format_description(img
->format
);
95 base
= stObj
->base
.BufferOffset
;
96 assert(base
< stObj
->pt
->width0
);
97 size
= MIN2(stObj
->pt
->width0
- base
, (unsigned)stObj
->base
.BufferSize
);
99 f
= (base
/ (desc
->block
.bits
/ 8)) * desc
->block
.width
;
100 n
= (size
/ (desc
->block
.bits
/ 8)) * desc
->block
.width
;
102 img
->u
.buf
.first_element
= f
;
103 img
->u
.buf
.last_element
= f
+ (n
- 1);
105 img
->u
.tex
.level
= u
->Level
+ stObj
->base
.MinLevel
;
106 if (stObj
->pt
->target
== PIPE_TEXTURE_3D
) {
108 img
->u
.tex
.first_layer
= 0;
109 img
->u
.tex
.last_layer
= u_minify(stObj
->pt
->depth0
, img
->u
.tex
.level
) - 1;
111 img
->u
.tex
.first_layer
= u
->_Layer
;
112 img
->u
.tex
.last_layer
= u
->_Layer
;
115 img
->u
.tex
.first_layer
= u
->_Layer
+ stObj
->base
.MinLayer
;
116 img
->u
.tex
.last_layer
= u
->_Layer
+ stObj
->base
.MinLayer
;
117 if (u
->Layered
&& img
->resource
->array_size
> 1) {
118 if (stObj
->base
.Immutable
)
119 img
->u
.tex
.last_layer
+= stObj
->base
.NumLayers
- 1;
121 img
->u
.tex
.last_layer
+= img
->resource
->array_size
- 1;
126 cso_set_shader_images(st
->cso_context
, shader_type
, 0, shader
->NumImages
,
128 /* clear out any stale shader images */
129 if (shader
->NumImages
< c
->MaxImageUniforms
)
130 cso_set_shader_images(
131 st
->cso_context
, shader_type
,
133 c
->MaxImageUniforms
- shader
->NumImages
,
137 static void bind_vs_images(struct st_context
*st
)
139 struct gl_shader_program
*prog
=
140 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
];
145 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_VERTEX
], PIPE_SHADER_VERTEX
);
148 const struct st_tracked_state st_bind_vs_images
= {
152 ST_NEW_VERTEX_PROGRAM
| ST_NEW_IMAGE_UNITS
,
157 static void bind_fs_images(struct st_context
*st
)
159 struct gl_shader_program
*prog
=
160 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_FRAGMENT
];
165 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
], PIPE_SHADER_FRAGMENT
);
168 const struct st_tracked_state st_bind_fs_images
= {
172 ST_NEW_FRAGMENT_PROGRAM
| ST_NEW_IMAGE_UNITS
,
177 static void bind_gs_images(struct st_context
*st
)
179 struct gl_shader_program
*prog
=
180 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_GEOMETRY
];
185 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_GEOMETRY
], PIPE_SHADER_GEOMETRY
);
188 const struct st_tracked_state st_bind_gs_images
= {
192 ST_NEW_GEOMETRY_PROGRAM
| ST_NEW_IMAGE_UNITS
,
197 static void bind_tcs_images(struct st_context
*st
)
199 struct gl_shader_program
*prog
=
200 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_CTRL
];
205 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_TESS_CTRL
], PIPE_SHADER_TESS_CTRL
);
208 const struct st_tracked_state st_bind_tcs_images
= {
209 "st_bind_tcs_images",
212 ST_NEW_TESSCTRL_PROGRAM
| ST_NEW_IMAGE_UNITS
,
217 static void bind_tes_images(struct st_context
*st
)
219 struct gl_shader_program
*prog
=
220 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_TESS_EVAL
];
225 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
], PIPE_SHADER_TESS_EVAL
);
228 const struct st_tracked_state st_bind_tes_images
= {
229 "st_bind_tes_images",
232 ST_NEW_TESSEVAL_PROGRAM
| ST_NEW_IMAGE_UNITS
,
237 static void bind_cs_images(struct st_context
*st
)
239 struct gl_shader_program
*prog
=
240 st
->ctx
->_Shader
->CurrentProgram
[MESA_SHADER_COMPUTE
];
245 st_bind_images(st
, prog
->_LinkedShaders
[MESA_SHADER_COMPUTE
], PIPE_SHADER_COMPUTE
);
248 const struct st_tracked_state st_bind_cs_images
= {
252 ST_NEW_COMPUTE_PROGRAM
| ST_NEW_IMAGE_UNITS
,