/**************************************************************************
*
- * 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
* 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 "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_cb_bufferobjects.h"
/**
* Pass the given program parameters to the graphics pipe as a
*/
void st_upload_constants( struct st_context *st,
struct gl_program_parameter_list *params,
- unsigned shader_type)
+ gl_shader_stage stage)
{
- struct pipe_context *pipe = st->pipe;
- struct pipe_resource **cbuf = &st->state.constants[shader_type];
+ enum pipe_shader_type shader_type = st_shader_stage_to_ptarget(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++) {
+ if (ati_fs->LocalConstDef & (1 << c))
+ memcpy(params->ParameterValues[c],
+ ati_fs->Constants[c], sizeof(GLfloat) * 4);
+ else
+ memcpy(params->ParameterValues[c],
+ st->ctx->ATIFragmentShader.GlobalConstants[c], sizeof(GLfloat) * 4);
+ }
+ }
/* update constants */
if (params && params->NumParameters) {
+ struct pipe_constant_buffer cb;
const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;
- _mesa_load_state_parameters(st->ctx, params);
+ /* 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.
+ */
+ if (params->StateFlags)
+ _mesa_load_state_parameters(st->ctx, params);
+
+ _mesa_shader_write_subroutine_indices(st->ctx, stage);
/* We always need to get a new buffer, to keep the drivers simple and
* avoid gratuitous rendering synchronization.
+ * Let's use a user buffer to avoid an unnecessary copy.
*/
- pipe_resource_reference(cbuf, NULL );
- *cbuf = pipe_buffer_create(pipe->screen,
- PIPE_BIND_CONSTANT_BUFFER,
- paramBytes );
+ if (st->constbuf_uploader) {
+ cb.buffer = NULL;
+ cb.user_buffer = NULL;
+ u_upload_data(st->constbuf_uploader, 0, paramBytes,
+ st->ctx->Const.UniformBufferOffsetAlignment,
+ params->ParameterValues, &cb.buffer_offset, &cb.buffer);
+ u_upload_unmap(st->constbuf_uploader);
+ } else {
+ 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 */
- pipe_buffer_write(st->pipe, *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);
}
}
static void update_vs_constants(struct st_context *st )
{
struct st_vertex_program *vp = st->vp;
- struct gl_program_parameter_list *params = vp->Base.Base.Parameters;
+ struct gl_program_parameter_list *params = vp->Base.Parameters;
- st_upload_constants( st, params, PIPE_SHADER_VERTEX );
+ st_upload_constants( st, params, MESA_SHADER_VERTEX );
}
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 */
};
static void update_fs_constants(struct st_context *st )
{
struct st_fragment_program *fp = st->fp;
- struct gl_program_parameter_list *params = fp->Base.Base.Parameters;
+ struct gl_program_parameter_list *params = fp->Base.Parameters;
- st_upload_constants( st, params, PIPE_SHADER_FRAGMENT );
+ st_upload_constants( st, params, 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 */
};
+/* Geometry shader:
+ */
+static void update_gs_constants(struct st_context *st )
+{
+ struct st_geometry_program *gp = st->gp;
+ struct gl_program_parameter_list *params;
+
+ if (gp) {
+ params = gp->Base.Parameters;
+ st_upload_constants( st, params, MESA_SHADER_GEOMETRY );
+ }
+}
+
+const struct st_tracked_state st_update_gs_constants = {
+ update_gs_constants /* update */
+};
+
+/* Tessellation control shader:
+ */
+static void update_tcs_constants(struct st_context *st )
+{
+ struct st_tessctrl_program *tcp = st->tcp;
+ struct gl_program_parameter_list *params;
+
+ if (tcp) {
+ params = tcp->Base.Parameters;
+ st_upload_constants( st, params, MESA_SHADER_TESS_CTRL );
+ }
+}
+
+const struct st_tracked_state st_update_tcs_constants = {
+ update_tcs_constants /* update */
+};
+
+/* Tessellation evaluation shader:
+ */
+static void update_tes_constants(struct st_context *st )
+{
+ struct st_tesseval_program *tep = st->tep;
+ struct gl_program_parameter_list *params;
+
+ if (tep) {
+ params = tep->Base.Parameters;
+ st_upload_constants( st, params, MESA_SHADER_TESS_EVAL );
+ }
+}
+
+const struct st_tracked_state st_update_tes_constants = {
+ update_tes_constants /* update */
+};
+
+/* Compute shader:
+ */
+static void update_cs_constants(struct st_context *st )
+{
+ struct st_compute_program *cp = st->cp;
+ struct gl_program_parameter_list *params;
+
+ if (cp) {
+ params = cp->Base.Parameters;
+ st_upload_constants( st, params, MESA_SHADER_COMPUTE );
+ }
+}
+
+const struct st_tracked_state st_update_cs_constants = {
+ update_cs_constants /* update */
+};
+
+static void st_bind_ubos(struct st_context *st,
+ struct gl_linked_shader *shader,
+ unsigned shader_type)
+{
+ unsigned i;
+ struct pipe_constant_buffer cb = { 0 };
+
+ if (!shader)
+ return;
+
+ for (i = 0; i < shader->Program->info.num_ubos; i++) {
+ struct gl_uniform_buffer_binding *binding;
+ struct st_buffer_object *st_obj;
+
+ binding = &st->ctx->UniformBufferBindings[shader->Program->sh.UniformBlocks[i]->Binding];
+ st_obj = st_buffer_object(binding->BufferObject);
+
+ cb.buffer = st_obj->buffer;
+
+ 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);
+ }
+}
+
+static void bind_vs_ubos(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+
+ if (!prog)
+ return;
+
+ st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX);
+}
+
+const struct st_tracked_state st_bind_vs_ubos = {
+ bind_vs_ubos
+};
+
+static void bind_fs_ubos(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
+
+ if (!prog)
+ return;
+
+ st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT);
+}
+
+const struct st_tracked_state st_bind_fs_ubos = {
+ bind_fs_ubos
+};
+
+static void bind_gs_ubos(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
+
+ if (!prog)
+ return;
+
+ st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY], PIPE_SHADER_GEOMETRY);
+}
+
+const struct st_tracked_state st_bind_gs_ubos = {
+ bind_gs_ubos
+};
+
+static void bind_tcs_ubos(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
+
+ if (!prog)
+ return;
+
+ st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL], PIPE_SHADER_TESS_CTRL);
+}
+
+const struct st_tracked_state st_bind_tcs_ubos = {
+ bind_tcs_ubos
+};
+
+static void bind_tes_ubos(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
+
+ if (!prog)
+ return;
+
+ st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL], PIPE_SHADER_TESS_EVAL);
+}
+
+const struct st_tracked_state st_bind_tes_ubos = {
+ bind_tes_ubos
+};
+
+static void bind_cs_ubos(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
+
+ if (!prog)
+ return;
+
+ st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE],
+ PIPE_SHADER_COMPUTE);
+}
+
+const struct st_tracked_state st_bind_cs_ubos = {
+ bind_cs_ubos
+};