st/mesa/glsl: set num_images directly in shader_info
[mesa.git] / src / mesa / state_tracker / st_atom_image.c
1 /**************************************************************************
2 *
3 * Copyright 2016 Ilia Mirkin. All Rights Reserved.
4 *
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:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
15 * of the Software.
16 *
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.
24 *
25 **************************************************************************/
26
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"
32
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"
38
39 #include "st_cb_texture.h"
40 #include "st_debug.h"
41 #include "st_texture.h"
42 #include "st_context.h"
43 #include "st_atom.h"
44 #include "st_program.h"
45 #include "st_format.h"
46
47 static void
48 st_bind_images(struct st_context *st, struct gl_linked_shader *shader,
49 enum pipe_shader_type shader_type)
50 {
51 unsigned i;
52 struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
53 struct gl_program_constants *c;
54
55 if (!shader || !st->pipe->set_shader_images)
56 return;
57
58 c = &st->ctx->Const.Program[shader->Stage];
59
60 for (i = 0; i < shader->Program->info.num_images; i++) {
61 struct gl_image_unit *u =
62 &st->ctx->ImageUnits[shader->Program->sh.ImageUnits[i]];
63 struct st_texture_object *stObj = st_texture_object(u->TexObj);
64 struct pipe_image_view *img = &images[i];
65
66 if (!_mesa_is_image_unit_valid(st->ctx, u) ||
67 !st_finalize_texture(st->ctx, st->pipe, u->TexObj) ||
68 !stObj->pt) {
69 memset(img, 0, sizeof(*img));
70 continue;
71 }
72
73 img->resource = stObj->pt;
74 img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat);
75
76 switch (u->Access) {
77 case GL_READ_ONLY:
78 img->access = PIPE_IMAGE_ACCESS_READ;
79 break;
80 case GL_WRITE_ONLY:
81 img->access = PIPE_IMAGE_ACCESS_WRITE;
82 break;
83 case GL_READ_WRITE:
84 img->access = PIPE_IMAGE_ACCESS_READ_WRITE;
85 break;
86 default:
87 unreachable("bad gl_image_unit::Access");
88 }
89
90 if (stObj->pt->target == PIPE_BUFFER) {
91 unsigned base, size;
92
93 base = stObj->base.BufferOffset;
94 assert(base < stObj->pt->width0);
95 size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
96
97 img->u.buf.offset = base;
98 img->u.buf.size = size;
99 } else {
100 img->u.tex.level = u->Level + stObj->base.MinLevel;
101 if (stObj->pt->target == PIPE_TEXTURE_3D) {
102 if (u->Layered) {
103 img->u.tex.first_layer = 0;
104 img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1;
105 } else {
106 img->u.tex.first_layer = u->_Layer;
107 img->u.tex.last_layer = u->_Layer;
108 }
109 } else {
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;
115 else
116 img->u.tex.last_layer += img->resource->array_size - 1;
117 }
118 }
119 }
120 }
121 cso_set_shader_images(st->cso_context, shader_type, 0,
122 shader->Program->info.num_images, images);
123 /* clear out any stale shader images */
124 if (shader->Program->info.num_images < c->MaxImageUniforms)
125 cso_set_shader_images(
126 st->cso_context, shader_type,
127 shader->Program->info.num_images,
128 c->MaxImageUniforms - shader->Program->info.num_images,
129 NULL);
130 }
131
132 static void bind_vs_images(struct st_context *st)
133 {
134 struct gl_shader_program *prog =
135 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
136
137 if (!prog)
138 return;
139
140 st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX);
141 }
142
143 const struct st_tracked_state st_bind_vs_images = {
144 bind_vs_images
145 };
146
147 static void bind_fs_images(struct st_context *st)
148 {
149 struct gl_shader_program *prog =
150 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
151
152 if (!prog)
153 return;
154
155 st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT);
156 }
157
158 const struct st_tracked_state st_bind_fs_images = {
159 bind_fs_images
160 };
161
162 static void bind_gs_images(struct st_context *st)
163 {
164 struct gl_shader_program *prog =
165 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
166
167 if (!prog)
168 return;
169
170 st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY], PIPE_SHADER_GEOMETRY);
171 }
172
173 const struct st_tracked_state st_bind_gs_images = {
174 bind_gs_images
175 };
176
177 static void bind_tcs_images(struct st_context *st)
178 {
179 struct gl_shader_program *prog =
180 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
181
182 if (!prog)
183 return;
184
185 st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL], PIPE_SHADER_TESS_CTRL);
186 }
187
188 const struct st_tracked_state st_bind_tcs_images = {
189 bind_tcs_images
190 };
191
192 static void bind_tes_images(struct st_context *st)
193 {
194 struct gl_shader_program *prog =
195 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
196
197 if (!prog)
198 return;
199
200 st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL], PIPE_SHADER_TESS_EVAL);
201 }
202
203 const struct st_tracked_state st_bind_tes_images = {
204 bind_tes_images
205 };
206
207 static void bind_cs_images(struct st_context *st)
208 {
209 struct gl_shader_program *prog =
210 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
211
212 if (!prog)
213 return;
214
215 st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE], PIPE_SHADER_COMPUTE);
216 }
217
218 const struct st_tracked_state st_bind_cs_images = {
219 bind_cs_images
220 };