+ const struct gl_program *prog = &vp->Base.Base;
+ struct pipe_transfer *ubo_transfer[PIPE_MAX_CONSTANT_BUFFERS] = {0};
+ assert(prog->info.num_ubos <= ARRAY_SIZE(ubo_transfer));
+
+ for (unsigned i = 0; i < prog->sh.NumUniformBlocks; i++) {
+ struct gl_buffer_binding *binding =
+ &st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
+ struct st_buffer_object *st_obj = st_buffer_object(binding->BufferObject);
+ struct pipe_resource *buf = st_obj->buffer;
+
+ if (!buf)
+ continue;
+
+ unsigned offset = binding->Offset;
+ unsigned size = buf->width0 - offset;
+
+ /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
+ * Take the minimum just to be sure.
+ */
+ if (!binding->AutomaticSize)
+ size = MIN2(size, (unsigned) binding->Size);
+
+ void *ptr = pipe_buffer_map_range(pipe, buf, offset, size,
+ PIPE_TRANSFER_READ, &ubo_transfer[i]);
+
+ draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 1 + i, ptr,
+ size);
+ }
+
+ /* shader buffers */
+ /* TODO: atomic counter buffers */
+ struct pipe_transfer *ssbo_transfer[PIPE_MAX_SHADER_BUFFERS] = {0};
+
+ for (unsigned i = 0; i < prog->info.num_ssbos; i++) {
+ struct gl_buffer_binding *binding =
+ &st->ctx->ShaderStorageBufferBindings[
+ prog->sh.ShaderStorageBlocks[i]->Binding];
+ struct st_buffer_object *st_obj = st_buffer_object(binding->BufferObject);
+ struct pipe_resource *buf = st_obj->buffer;
+
+ if (!buf)
+ continue;
+
+ unsigned offset = binding->Offset;
+ unsigned size = buf->width0 - binding->Offset;
+
+ /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
+ * Take the minimum just to be sure.
+ */
+ if (!binding->AutomaticSize)
+ size = MIN2(size, (unsigned) binding->Size);
+
+ void *ptr = pipe_buffer_map_range(pipe, buf, offset, size,
+ PIPE_TRANSFER_READ, &ssbo_transfer[i]);
+
+ draw_set_mapped_shader_buffer(draw, PIPE_SHADER_VERTEX,
+ i, ptr, size);
+ }
+
+ /* samplers */
+ struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
+ for (unsigned i = 0; i < st->state.num_vert_samplers; i++)
+ samplers[i] = &st->state.vert_samplers[i];
+
+ draw_set_samplers(draw, PIPE_SHADER_VERTEX, samplers,
+ st->state.num_vert_samplers);
+
+ /* sampler views */
+ draw_set_sampler_views(draw, PIPE_SHADER_VERTEX,
+ st->state.vert_sampler_views,
+ st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
+
+ struct pipe_transfer *sv_transfer[PIPE_MAX_SAMPLERS][PIPE_MAX_TEXTURE_LEVELS];
+
+ for (unsigned i = 0; i < st->state.num_sampler_views[PIPE_SHADER_VERTEX]; i++) {
+ struct pipe_sampler_view *view = st->state.vert_sampler_views[i];
+ if (!view)
+ continue;
+
+ struct pipe_resource *res = view->texture;
+ unsigned width0 = res->width0;
+ unsigned num_layers = res->depth0;
+ unsigned first_level = 0;
+ unsigned last_level = 0;
+ uint32_t row_stride[PIPE_MAX_TEXTURE_LEVELS];
+ uint32_t img_stride[PIPE_MAX_TEXTURE_LEVELS];
+ uint32_t mip_offset[PIPE_MAX_TEXTURE_LEVELS];
+ uintptr_t mip_addr[PIPE_MAX_TEXTURE_LEVELS];
+ uintptr_t base_addr;
+
+ if (res->target != PIPE_BUFFER) {
+ first_level = view->u.tex.first_level;
+ last_level = view->u.tex.last_level;
+ num_layers = view->u.tex.last_layer - view->u.tex.first_layer + 1;
+ base_addr = UINTPTR_MAX;
+
+ for (unsigned j = first_level; j <= last_level; j++) {
+ unsigned map_layers = res->target == PIPE_TEXTURE_3D ?
+ util_num_layers(res, j) : num_layers;
+
+ sv_transfer[i][j] = NULL;
+ mip_addr[j] = (uintptr_t)
+ pipe_transfer_map_3d(pipe, res, j,
+ PIPE_TRANSFER_READ, 0, 0,
+ view->u.tex.first_layer,
+ u_minify(res->width0, j),
+ u_minify(res->height0, j),
+ map_layers, &sv_transfer[i][j]);
+ row_stride[j] = sv_transfer[i][j]->stride;
+ img_stride[j] = sv_transfer[i][j]->layer_stride;
+
+ /* Get the minimum address, because the draw module takes only
+ * 1 address for the whole texture + uint32 offsets for mip levels,
+ * so we need to convert mapped resource pointers into that scheme.
+ */
+ base_addr = MIN2(base_addr, mip_addr[j]);
+ }
+ for (unsigned j = first_level; j <= last_level; j++) {
+ /* TODO: The draw module should accept pointers for mipmap levels
+ * instead of offsets. This is unlikely to work on 64-bit archs.
+ */
+ assert(mip_addr[j] - base_addr <= UINT32_MAX);
+ mip_offset[j] = mip_addr[j] - base_addr;
+ }
+ } else {
+ width0 = view->u.buf.size / util_format_get_blocksize(view->format);
+
+ /* probably don't really need to fill that out */
+ mip_offset[0] = 0;
+ row_stride[0] = 0;
+ img_stride[0] = 0;
+
+ sv_transfer[i][0] = NULL;
+ base_addr = (uintptr_t)
+ pipe_buffer_map_range(pipe, res, view->u.buf.offset,
+ view->u.buf.size,
+ PIPE_TRANSFER_READ,
+ &sv_transfer[i][0]);
+ }
+
+ draw_set_mapped_texture(draw, PIPE_SHADER_VERTEX, i, width0,
+ res->height0, num_layers, first_level,
+ last_level, 0, 0, (void*)base_addr, row_stride,
+ img_stride, mip_offset);
+ }
+
+ /* shader images */
+ struct pipe_image_view images[PIPE_MAX_SHADER_IMAGES];
+ struct pipe_transfer *img_transfer[PIPE_MAX_SHADER_IMAGES] = {0};
+
+ for (unsigned i = 0; i < prog->info.num_images; i++) {
+ struct pipe_image_view *img = &images[i];
+
+ st_convert_image_from_unit(st, img, prog->sh.ImageUnits[i],
+ prog->sh.ImageAccess[i]);
+
+ struct pipe_resource *res = img->resource;
+ if (!res)
+ continue;
+
+ unsigned width, height, num_layers, row_stride, img_stride;
+ void *addr;
+
+ if (res->target != PIPE_BUFFER) {
+ width = u_minify(res->width0, img->u.tex.level);
+ height = u_minify(res->height0, img->u.tex.level);
+ num_layers = img->u.tex.last_layer - img->u.tex.first_layer + 1;
+
+ addr = pipe_transfer_map_3d(pipe, res, img->u.tex.level,
+ PIPE_TRANSFER_READ, 0, 0,
+ img->u.tex.first_layer,
+ width, height, num_layers,
+ &img_transfer[i]);
+ row_stride = img_transfer[i]->stride;
+ img_stride = img_transfer[i]->layer_stride;
+ } else {
+ width = img->u.buf.size / util_format_get_blocksize(img->format);
+
+ /* probably don't really need to fill that out */
+ row_stride = 0;
+ img_stride = 0;
+ height = num_layers = 1;
+
+ addr = pipe_buffer_map_range(pipe, res, img->u.buf.offset,
+ img->u.buf.size, PIPE_TRANSFER_READ,
+ &img_transfer[i]);
+ }
+
+ draw_set_mapped_image(draw, PIPE_SHADER_VERTEX, i, width, height,
+ num_layers, addr, row_stride, img_stride, 0, 0);
+ }
+ draw_set_images(draw, PIPE_SHADER_VERTEX, images, prog->info.num_images);
+
+ info.start_instance = base_instance;
+ info.instance_count = num_instances;