/**************************************************************************
- *
- * 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 "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"
/**
* 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)
{
+ 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_GEOMETRY);
+ 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) {
* the parameters list are explicitly set by the user with glUniform,
* glProgramParameter(), etc.
*/
- _mesa_load_state_parameters(st->ctx, params);
+ if (params->StateFlags)
+ _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.
- * Let's use a user buffer to avoid an unnecessary copy.
- */
- if (st->constbuf_uploader) {
- cb.buffer = NULL;
- cb.user_buffer = NULL;
- u_upload_data(st->constbuf_uploader, 0, paramBytes,
- 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;
- }
+ _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,
+ __func__, shader_type, params->NumParameters,
params->StateFlags);
_mesa_print_parameter_list(params);
}
/**
* 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, params, PIPE_SHADER_VERTEX );
+ st_upload_constants(st, &st->vp->Base);
}
+/**
+ * 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_CONSTANTS, /* mesa */
- ST_NEW_VERTEX_PROGRAM, /* st */
- },
- update_vs_constants /* update */
-};
+/* Geometry shader:
+ */
+void
+st_update_gs_constants(struct st_context *st)
+{
+ struct st_common_program *gp = st->gp;
+ if (gp)
+ st_upload_constants(st, &gp->Base);
+}
-/**
- * Fragment shader:
+/* Tessellation control shader:
*/
-static void update_fs_constants(struct st_context *st )
+void
+st_update_tcs_constants(struct st_context *st)
{
- struct st_fragment_program *fp = st->fp;
- struct gl_program_parameter_list *params = fp->Base.Base.Parameters;
+ struct st_common_program *tcp = st->tcp;
- st_upload_constants( st, params, PIPE_SHADER_FRAGMENT );
+ if (tcp)
+ st_upload_constants(st, &tcp->Base);
}
+/* Tessellation evaluation shader:
+ */
+void
+st_update_tes_constants(struct st_context *st)
+{
+ struct st_common_program *tep = st->tep;
-const struct st_tracked_state st_update_fs_constants = {
- "st_update_fs_constants", /* name */
- { /* dirty */
- _NEW_PROGRAM_CONSTANTS, /* mesa */
- ST_NEW_FRAGMENT_PROGRAM, /* st */
- },
- update_fs_constants /* update */
-};
+ if (tep)
+ st_upload_constants(st, &tep->Base);
+}
-/* Geometry shader:
+/* Compute shader:
*/
-static void update_gs_constants(struct st_context *st )
+void
+st_update_cs_constants(struct st_context *st)
{
- struct st_geometry_program *gp = st->gp;
- struct gl_program_parameter_list *params;
+ struct st_compute_program *cp = st->cp;
- if (gp) {
- params = gp->Base.Base.Parameters;
- st_upload_constants( st, params, PIPE_SHADER_GEOMETRY );
- }
+ if (cp)
+ st_upload_constants(st, &cp->Base);
}
-const struct st_tracked_state st_update_gs_constants = {
- "st_update_gs_constants", /* name */
- { /* dirty */
- _NEW_PROGRAM_CONSTANTS, /* mesa */
- ST_NEW_GEOMETRY_PROGRAM, /* st */
- },
- update_gs_constants /* update */
-};
-
-static void st_bind_ubos(struct st_context *st,
- struct gl_shader *shader,
- unsigned shader_type)
+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 (!shader)
+ if (!prog)
return;
- for (i = 0; i < shader->NumUniformBlocks; i++) {
- struct gl_uniform_buffer_binding *binding;
+ for (i = 0; i < prog->info.num_ubos; i++) {
+ struct gl_buffer_binding *binding;
struct st_buffer_object *st_obj;
- binding = &st->ctx->UniformBufferBindings[shader->UniformBlocks[i].Binding];
+ binding =
+ &st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
st_obj = st_buffer_object(binding->BufferObject);
cb.buffer = st_obj->buffer;
* Take the minimum just to be sure.
*/
if (!binding->AutomaticSize)
- cb.buffer_size = MIN2(cb.buffer_size, binding->Size);
+ cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
}
else {
cb.buffer_offset = 0;
}
}
-static void bind_vs_ubos(struct st_context *st)
+void
+st_bind_vs_ubos(struct st_context *st)
{
- struct gl_shader_program *prog = st->ctx->Shader.CurrentVertexProgram;
+ struct gl_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
- if (!prog)
- return;
-
- st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX);
+ st_bind_ubos(st, prog, PIPE_SHADER_VERTEX);
}
-const struct st_tracked_state st_bind_vs_ubos = {
- "st_bind_vs_ubos",
- {
- 0,
- ST_NEW_VERTEX_PROGRAM | ST_NEW_UNIFORM_BUFFER,
- },
- bind_vs_ubos
-};
+void
+st_bind_fs_ubos(struct st_context *st)
+{
+ struct gl_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
+
+ st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT);
+}
-static void bind_fs_ubos(struct st_context *st)
+void
+st_bind_gs_ubos(struct st_context *st)
{
- struct gl_shader_program *prog = st->ctx->Shader.CurrentFragmentProgram;
+ struct gl_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
- if (!prog)
- return;
+ 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->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT);
+ st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL);
}
-const struct st_tracked_state st_bind_fs_ubos = {
- "st_bind_fs_ubos",
- {
- 0,
- ST_NEW_FRAGMENT_PROGRAM | ST_NEW_UNIFORM_BUFFER,
- },
- bind_fs_ubos
-};
+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);
+}