i965: add support for force_gl_vendor
[mesa.git] / src / mesa / state_tracker / st_atom_constbuf.c
index a8f2b879d532c511c8d04476ac94c063532c128b..2b5cc547ec52ba80780e0b6de87e2f05d9f82e69 100644 (file)
@@ -1,8 +1,8 @@
 /**************************************************************************
- * 
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ *
+ * Copyright 2007 VMware, Inc.
  * All Rights Reserved.
- * 
+ *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the
  * "Software"), to deal in the Software without restriction, including
  * distribute, sub license, and/or sell copies of the Software, and to
  * permit persons to whom the Software is furnished to do so, subject to
  * the following conditions:
- * 
+ *
  * The above copyright notice and this permission notice (including the
  * next paragraph) shall be included in all copies or substantial portions
  * of the Software.
- * 
+ *
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- * 
+ *
  **************************************************************************/
 
 /*
  * Authors:
- *   Keith Whitwell <keith@tungstengraphics.com>
+ *   Keith Whitwell <keithw@vmware.com>
  *   Brian Paul
  */
 
-#include "main/imports.h"
-#include "shader/prog_parameter.h"
-#include "shader/prog_print.h"
 
+#include "program/prog_parameter.h"
+#include "program/prog_print.h"
+#include "main/shaderapi.h"
 #include "pipe/p_context.h"
 #include "pipe/p_defines.h"
 #include "util/u_inlines.h"
+#include "util/u_upload_mgr.h"
+#include "cso_cache/cso_context.h"
 
 #include "st_debug.h"
 #include "st_context.h"
 #include "st_atom.h"
 #include "st_atom_constbuf.h"
 #include "st_program.h"
-#include "st_inlines.h"
-
+#include "st_cb_bufferobjects.h"
 
 /**
  * Pass the given program parameters to the graphics pipe as a
  * constant buffer.
- * \param shader_type  either PIPE_SHADER_VERTEX or PIPE_SHADER_FRAGMENT
  */
-void st_upload_constants( struct st_context *st,
-                          struct gl_program_parameter_list *params,
-                          unsigned shader_type)
+void
+st_upload_constants(struct st_context *st, struct gl_program *prog)
 {
-   struct pipe_context *pipe = st->pipe;
-   struct pipe_resource **cbuf = &st->state.constants[shader_type];
+   gl_shader_stage stage = prog->info.stage;
+   struct gl_program_parameter_list *params = prog->Parameters;
+   enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage);
 
    assert(shader_type == PIPE_SHADER_VERTEX ||
-          shader_type == PIPE_SHADER_FRAGMENT);
+          shader_type == PIPE_SHADER_FRAGMENT ||
+          shader_type == PIPE_SHADER_GEOMETRY ||
+          shader_type == PIPE_SHADER_TESS_CTRL ||
+          shader_type == PIPE_SHADER_TESS_EVAL ||
+          shader_type == PIPE_SHADER_COMPUTE);
+
+   /* update the ATI constants before rendering */
+   if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) {
+      struct ati_fragment_shader *ati_fs = st->fp->ati_fs;
+      unsigned c;
+
+      for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) {
+         unsigned offset = params->ParameterValueOffset[c];
+         if (ati_fs->LocalConstDef & (1 << c))
+            memcpy(params->ParameterValues + offset,
+                   ati_fs->Constants[c], sizeof(GLfloat) * 4);
+         else
+            memcpy(params->ParameterValues + offset,
+                   st->ctx->ATIFragmentShader.GlobalConstants[c],
+                   sizeof(GLfloat) * 4);
+      }
+   }
+
+   /* Make all bindless samplers/images bound texture/image units resident in
+    * the context.
+    */
+   st_make_bound_samplers_resident(st, prog);
+   st_make_bound_images_resident(st, prog);
 
    /* update constants */
    if (params && params->NumParameters) {
-      const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;
+      struct pipe_constant_buffer cb;
+      const uint paramBytes = params->NumParameterValues * sizeof(GLfloat);
 
-      _mesa_load_state_parameters(st->ctx, params);
-
-      /* We always need to get a new buffer, to keep the drivers simple and
-       * avoid gratuitous rendering synchronization.
+      /* Update the constants which come from fixed-function state, such as
+       * transformation matrices, fog factors, etc.  The rest of the values in
+       * the parameters list are explicitly set by the user with glUniform,
+       * glProgramParameter(), etc.
        */
-      pipe_resource_reference(cbuf, NULL );
-      *cbuf = pipe_buffer_create(pipe->screen,
-                                PIPE_BIND_CONSTANT_BUFFER,
-                                paramBytes );
+      if (params->StateFlags)
+         _mesa_load_state_parameters(st->ctx, params);
+
+      _mesa_shader_write_subroutine_indices(st->ctx, stage);
+
+      cb.buffer = NULL;
+      cb.user_buffer = params->ParameterValues;
+      cb.buffer_offset = 0;
+      cb.buffer_size = paramBytes;
 
       if (ST_DEBUG & DEBUG_CONSTANTS) {
-        debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n", 
-                      __FUNCTION__, shader_type, params->NumParameters,
+         debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n",
+                      __func__, shader_type, params->NumParameters,
                       params->StateFlags);
          _mesa_print_parameter_list(params);
       }
 
-      /* load Mesa constants into the constant buffer */
-      st_no_flush_pipe_buffer_write(st, *cbuf,
-                                   0, paramBytes,
-                                   params->ParameterValues);
+      cso_set_constant_buffer(st->cso_context, shader_type, 0, &cb);
+      pipe_resource_reference(&cb.buffer, NULL);
 
-      st->pipe->set_constant_buffer(st->pipe, shader_type, 0, *cbuf);
+      st->state.constants[shader_type].ptr = params->ParameterValues;
+      st->state.constants[shader_type].size = paramBytes;
    }
-   else {
-      st->constants.tracked_state[shader_type].dirty.mesa = 0x0;
+   else if (st->state.constants[shader_type].ptr) {
+      /* Unbind. */
+      st->state.constants[shader_type].ptr = NULL;
+      st->state.constants[shader_type].size = 0;
+      cso_set_constant_buffer(st->cso_context, shader_type, 0, NULL);
    }
 }
 
@@ -99,44 +134,155 @@ void st_upload_constants( struct st_context *st,
 /**
  * Vertex shader:
  */
-static void update_vs_constants(struct st_context *st )
+void
+st_update_vs_constants(struct st_context *st)
 {
-   struct st_vertex_program *vp = st->vp;
-   struct gl_program_parameter_list *params = vp->Base.Base.Parameters;
+   st_upload_constants(st, &st->vp->Base);
+}
 
-   st_upload_constants( st, params, PIPE_SHADER_VERTEX );
+/**
+ * Fragment shader:
+ */
+void
+st_update_fs_constants(struct st_context *st)
+{
+   st_upload_constants(st, &st->fp->Base);
 }
 
 
-const struct st_tracked_state st_update_vs_constants = {
-   "st_update_vs_constants",                           /* name */
-   {                                                   /* dirty */
-      (_NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS),          /* mesa */
-      ST_NEW_VERTEX_PROGRAM,                           /* st */
-   },
-   update_vs_constants                                 /* update */
-};
+/* Geometry shader:
+ */
+void
+st_update_gs_constants(struct st_context *st)
+{
+   struct st_program *gp = st->gp;
 
+   if (gp)
+      st_upload_constants(st, &gp->Base);
+}
 
+/* Tessellation control shader:
+ */
+void
+st_update_tcs_constants(struct st_context *st)
+{
+   struct st_program *tcp = st->tcp;
 
-/**
- * Fragment shader:
+   if (tcp)
+      st_upload_constants(st, &tcp->Base);
+}
+
+/* Tessellation evaluation shader:
  */
-static void update_fs_constants(struct st_context *st )
+void
+st_update_tes_constants(struct st_context *st)
+{
+   struct st_program *tep = st->tep;
+
+   if (tep)
+      st_upload_constants(st, &tep->Base);
+}
+
+/* Compute shader:
+ */
+void
+st_update_cs_constants(struct st_context *st)
+{
+   struct st_program *cp = st->cp;
+
+   if (cp)
+      st_upload_constants(st, &cp->Base);
+}
+
+static void
+st_bind_ubos(struct st_context *st, struct gl_program *prog,
+             enum pipe_shader_type shader_type)
+{
+   unsigned i;
+   struct pipe_constant_buffer cb = { 0 };
+
+   if (!prog)
+      return;
+
+   for (i = 0; i < prog->sh.NumUniformBlocks; i++) {
+      struct gl_buffer_binding *binding;
+      struct st_buffer_object *st_obj;
+
+      binding =
+         &st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
+      st_obj = st_buffer_object(binding->BufferObject);
+
+      cb.buffer = st_obj ? st_obj->buffer : NULL;
+
+      if (cb.buffer) {
+         cb.buffer_offset = binding->Offset;
+         cb.buffer_size = cb.buffer->width0 - binding->Offset;
+
+         /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
+          * Take the minimum just to be sure.
+          */
+         if (!binding->AutomaticSize)
+            cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
+      }
+      else {
+         cb.buffer_offset = 0;
+         cb.buffer_size = 0;
+      }
+
+      cso_set_constant_buffer(st->cso_context, shader_type, 1 + i, &cb);
+   }
+}
+
+void
+st_bind_vs_ubos(struct st_context *st)
 {
-   struct st_fragment_program *fp = st->fp;
-   struct gl_program_parameter_list *params = fp->Base.Base.Parameters;
+   struct gl_program *prog =
+      st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
 
-   st_upload_constants( st, params, PIPE_SHADER_FRAGMENT );
+   st_bind_ubos(st, prog, PIPE_SHADER_VERTEX);
 }
 
+void
+st_bind_fs_ubos(struct st_context *st)
+{
+   struct gl_program *prog =
+      st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
 
-const struct st_tracked_state st_update_fs_constants = {
-   "st_update_fs_constants",                           /* name */
-   {                                                   /* dirty */
-      (_NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS),          /* mesa */
-      ST_NEW_FRAGMENT_PROGRAM,                         /* st */
-   },
-   update_fs_constants                                 /* update */
-};
+   st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT);
+}
 
+void
+st_bind_gs_ubos(struct st_context *st)
+{
+   struct gl_program *prog =
+      st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
+
+   st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY);
+}
+
+void
+st_bind_tcs_ubos(struct st_context *st)
+{
+   struct gl_program *prog =
+      st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
+
+   st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL);
+}
+
+void
+st_bind_tes_ubos(struct st_context *st)
+{
+   struct gl_program *prog =
+      st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
+
+   st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL);
+}
+
+void
+st_bind_cs_ubos(struct st_context *st)
+{
+   struct gl_program *prog =
+      st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
+
+   st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE);
+}