*
**************************************************************************/
-#include "main/imports.h"
+#include "util/imports.h"
#include "program/prog_parameter.h"
#include "program/prog_print.h"
#include "compiler/glsl/ir_uniform.h"
static void
st_bind_atomics(struct st_context *st, struct gl_program *prog,
- enum pipe_shader_type shader_type)
+ gl_shader_stage stage)
{
unsigned i;
+ enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage);
if (!prog || !st->pipe->set_shader_buffers || st->has_hw_atomics)
return;
+ /* For !has_hw_atomics, the atomic counters have been rewritten to be above
+ * the SSBOs used by the program.
+ */
+ unsigned buffer_base = prog->info.num_ssbos;
+ unsigned used_bindings = 0;
for (i = 0; i < prog->sh.data->NumAtomicBuffers; i++) {
struct gl_active_atomic_buffer *atomic =
&prog->sh.data->AtomicBuffers[i];
st_binding_to_sb(&st->ctx->AtomicBufferBindings[atomic->Binding], &sb);
st->pipe->set_shader_buffers(st->pipe, shader_type,
- atomic->Binding, 1, &sb, 0x1);
+ buffer_base + atomic->Binding, 1, &sb, 0x1);
+ used_bindings = MAX2(atomic->Binding + 1, used_bindings);
}
+ st->last_used_atomic_bindings[shader_type] = used_bindings;
}
void
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
- st_bind_atomics(st, prog, PIPE_SHADER_VERTEX);
+ st_bind_atomics(st, prog, MESA_SHADER_VERTEX);
}
void
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
- st_bind_atomics(st, prog, PIPE_SHADER_FRAGMENT);
+ st_bind_atomics(st, prog, MESA_SHADER_FRAGMENT);
}
void
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
- st_bind_atomics(st, prog, PIPE_SHADER_GEOMETRY);
+ st_bind_atomics(st, prog, MESA_SHADER_GEOMETRY);
}
void
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
- st_bind_atomics(st, prog, PIPE_SHADER_TESS_CTRL);
+ st_bind_atomics(st, prog, MESA_SHADER_TESS_CTRL);
}
void
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
- st_bind_atomics(st, prog, PIPE_SHADER_TESS_EVAL);
+ st_bind_atomics(st, prog, MESA_SHADER_TESS_EVAL);
}
void
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
- st_bind_atomics(st, prog, PIPE_SHADER_COMPUTE);
+ st_bind_atomics(st, prog, MESA_SHADER_COMPUTE);
}
void