#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_draw.h"
+#include "util/format/u_format.h"
#include "draw/draw_private.h"
#include "draw/draw_context.h"
GLboolean index_bounds_valid,
GLuint min_index,
GLuint max_index,
+ GLuint num_instances,
+ GLuint base_instance,
struct gl_transform_feedback_object *tfb_vertcount,
- unsigned stream,
- struct gl_buffer_object *indirect)
+ unsigned stream)
{
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct draw_context *draw = st_get_draw_context(st);
const struct st_vertex_program *vp;
- struct st_vp_variant *vp_variant;
- const struct pipe_shader_state *vs;
+ struct st_common_variant *vp_variant;
struct pipe_vertex_buffer vbuffers[PIPE_MAX_SHADER_INPUTS];
unsigned num_vbuffers = 0;
- struct pipe_vertex_element velements[PIPE_MAX_ATTRIBS];
+ struct cso_velems_state velements;
struct pipe_transfer *vb_transfer[PIPE_MAX_ATTRIBS] = {NULL};
struct pipe_transfer *ib_transfer = NULL;
GLuint i;
st_validate_state(st, ST_PIPELINE_RENDER);
- if (!index_bounds_valid)
+ if (ib && !index_bounds_valid)
vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims);
/* must get these after state validation! */
- vp = st->vp;
- vp_variant = st->vp_variant;
- vs = &vp_variant->state;
+ struct st_common_variant_key key;
+ /* We have to use memcpy to make sure that all bits are copied. */
+ memcpy(&key, &st->vp_variant->key, sizeof(key));
+ key.is_draw_shader = true;
- if (!vp_variant->draw_shader) {
- vp_variant->draw_shader = draw_create_vertex_shader(draw, vs);
- }
+ vp = (struct st_vertex_program *)st->vp;
+ vp_variant = st_get_vp_variant(st, st->vp, &key);
/*
* Set up the draw module's state.
draw_set_viewport_states(draw, 0, 1, &st->state.viewport[0]);
draw_set_clip_state(draw, &st->state.clip);
draw_set_rasterizer_state(draw, &st->state.rasterizer, NULL);
- draw_bind_vertex_shader(draw, vp_variant->draw_shader);
+ draw_bind_vertex_shader(draw, vp_variant->base.driver_shader);
set_feedback_vertex_format(ctx);
/* Must setup these after state validation! */
/* Setup arrays */
- st_setup_arrays(st, vp, vp_variant, velements, vbuffers, &num_vbuffers);
+ bool uses_user_vertex_buffers;
+ st_setup_arrays(st, vp, vp_variant, &velements, vbuffers, &num_vbuffers,
+ &uses_user_vertex_buffers);
/* Setup current values as userspace arrays */
- st_setup_current_user(st, vp, vp_variant, velements, vbuffers, &num_vbuffers);
+ st_setup_current_user(st, vp, vp_variant, &velements, vbuffers, &num_vbuffers);
/* Map all buffers and tell draw about their mapping */
for (unsigned buf = 0; buf < num_vbuffers; ++buf) {
}
draw_set_vertex_buffers(draw, 0, num_vbuffers, vbuffers);
- draw_set_vertex_elements(draw, vp->num_inputs, velements);
+ draw_set_vertex_elements(draw, vp->num_inputs, velements.velems);
unsigned start = 0;
if (ib) {
struct gl_buffer_object *bufobj = ib->obj;
- unsigned index_size = ib->index_size;
+ unsigned index_size = 1 << ib->index_size_shift;
if (index_size == 0)
goto out_unref_vertex;
if (bufobj && bufobj->Name) {
struct st_buffer_object *stobj = st_buffer_object(bufobj);
- start = pointer_to_offset(ib->ptr) / index_size;
+ start = pointer_to_offset(ib->ptr) >> ib->index_size_shift;
mapped_indices = pipe_buffer_map(pipe, stobj->buffer,
PIPE_TRANSFER_READ, &ib_transfer);
}
mapped_indices = ib->ptr;
}
- info.index_size = ib->index_size;
+ info.index_size = index_size;
info.min_index = min_index;
info.max_index = max_index;
info.has_user_indices = true;
info.has_user_indices = false;
}
- /* set the constant buffer */
- draw_set_mapped_constant_buffer(st->draw, PIPE_SHADER_VERTEX, 0,
+ /* set constant buffers */
+ draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0,
st->state.constants[PIPE_SHADER_VERTEX].ptr,
st->state.constants[PIPE_SHADER_VERTEX].size);
+ 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->info.num_ubos; 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, (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);
+ }
+ draw_set_images(draw, PIPE_SHADER_VERTEX, images, prog->info.num_images);
+
+ info.start_instance = base_instance;
+ info.instance_count = num_instances;
/* draw here */
for (i = 0; i < nr_prims; i++) {
info.mode = prims[i].mode;
info.start = start + prims[i].start;
- info.start_instance = prims[i].base_instance;
- info.instance_count = prims[i].num_instances;
info.index_bias = prims[i].basevertex;
info.drawid = prims[i].draw_id;
if (!ib) {
draw_vbo(draw, &info);
}
+ /* unmap images */
+ for (unsigned i = 0; i < prog->info.num_images; i++) {
+ if (img_transfer[i]) {
+ draw_set_mapped_image(draw, PIPE_SHADER_VERTEX, i, 0, 0, 0, NULL, 0, 0);
+ pipe_transfer_unmap(pipe, img_transfer[i]);
+ }
+ }
+
+ /* unmap sampler views */
+ 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) {
+ if (view->texture->target != PIPE_BUFFER) {
+ for (unsigned j = view->u.tex.first_level;
+ j <= view->u.tex.last_level; j++) {
+ pipe_transfer_unmap(pipe, sv_transfer[i][j]);
+ }
+ } else {
+ pipe_transfer_unmap(pipe, sv_transfer[i][0]);
+ }
+ }
+ }
+
+ draw_set_samplers(draw, PIPE_SHADER_VERTEX, NULL, 0);
+ draw_set_sampler_views(draw, PIPE_SHADER_VERTEX, NULL, 0);
+
+ for (unsigned i = 0; i < prog->info.num_ssbos; i++) {
+ if (ssbo_transfer[i]) {
+ draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 1 + i,
+ NULL, 0);
+ pipe_buffer_unmap(pipe, ssbo_transfer[i]);
+ }
+ }
+
+ for (unsigned i = 0; i < prog->info.num_ubos; i++) {
+ if (ubo_transfer[i]) {
+ draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 1 + i,
+ NULL, 0);
+ pipe_buffer_unmap(pipe, ubo_transfer[i]);
+ }
+ }
/*
* unmap vertex/index buffers