i965: Upload Shader Storage Buffer Object surfaces
authorIago Toral Quiroga <itoral@igalia.com>
Mon, 23 Mar 2015 12:48:43 +0000 (13:48 +0100)
committerSamuel Iglesias Gonsalvez <siglesias@igalia.com>
Fri, 25 Sep 2015 06:39:20 +0000 (08:39 +0200)
Since these are a special kind of UBOs we emit them together reusing the
same infrastructure, however, we use a RAW surface so we can reuse
existing untyped read/write/atomic messages which include a pixel mask
header that we need to set to obtain correct behavior with helper
invocations of the fragment shader.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
src/mesa/drivers/dri/i965/brw_context.h
src/mesa/drivers/dri/i965/brw_wm_surface_state.c

index b05b8bd69bf1c7390c98e103c25cbfe1be184a8b..144d3e327d43b134d72ac181f66185589d22f420 100644 (file)
@@ -1779,6 +1779,12 @@ void brw_create_constant_surface(struct brw_context *brw,
                                  uint32_t size,
                                  uint32_t *out_offset,
                                  bool dword_pitch);
+void brw_create_buffer_surface(struct brw_context *brw,
+                               drm_intel_bo *bo,
+                               uint32_t offset,
+                               uint32_t size,
+                               uint32_t *out_offset,
+                               bool dword_pitch);
 void brw_update_buffer_texture_surface(struct gl_context *ctx,
                                        unsigned unit,
                                        uint32_t *surf_offset);
index 3af4b995a9411201f13c93a5e4a0d1f2d089203c..24ff2d6a44319ffc8f5432c5a700267899ae8d52 100644 (file)
@@ -410,6 +410,29 @@ brw_create_constant_surface(struct brw_context *brw,
                                        elements, stride, false);
 }
 
+/**
+ * Create the buffer surface. Shader buffer variables will be
+ * read from / write to this buffer with Data Port Read/Write
+ * instructions/messages.
+ */
+void
+brw_create_buffer_surface(struct brw_context *brw,
+                          drm_intel_bo *bo,
+                          uint32_t offset,
+                          uint32_t size,
+                          uint32_t *out_offset,
+                          bool dword_pitch)
+{
+   /* Use a raw surface so we can reuse existing untyped read/write/atomic
+    * messages. We need these specifically for the fragment shader since they
+    * include a pixel mask header that we need to ensure correct behavior
+    * with helper invocations, which cannot write to the buffer.
+    */
+   brw->vtbl.emit_buffer_surface_state(brw, out_offset, bo, offset,
+                                       BRW_SURFACEFORMAT_RAW,
+                                       size, 1, true);
+}
+
 /**
  * Set up a binding table entry for use by stream output logic (transform
  * feedback).
@@ -905,25 +928,40 @@ brw_upload_ubo_surfaces(struct brw_context *brw,
    uint32_t *surf_offsets =
       &stage_state->surf_offset[prog_data->binding_table.ubo_start];
 
-   for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
-      struct gl_uniform_buffer_binding *binding;
+   for (int i = 0; i < shader->NumUniformBlocks; i++) {
       struct intel_buffer_object *intel_bo;
 
-      binding = &ctx->UniformBufferBindings[shader->UniformBlocks[i].Binding];
-      intel_bo = intel_buffer_object(binding->BufferObject);
-      drm_intel_bo *bo =
-         intel_bufferobj_buffer(brw, intel_bo,
-                                binding->Offset,
-                                binding->BufferObject->Size - binding->Offset);
-
       /* Because behavior for referencing outside of the binding's size in the
        * glBindBufferRange case is undefined, we can just bind the whole buffer
        * glBindBufferBase wants and be a correct implementation.
        */
-      brw_create_constant_surface(brw, bo, binding->Offset,
-                                  bo->size - binding->Offset,
-                                  &surf_offsets[i],
-                                  dword_pitch);
+      if (!shader->UniformBlocks[i].IsShaderStorage) {
+         struct gl_uniform_buffer_binding *binding;
+         binding =
+            &ctx->UniformBufferBindings[shader->UniformBlocks[i].Binding];
+         intel_bo = intel_buffer_object(binding->BufferObject);
+         drm_intel_bo *bo =
+            intel_bufferobj_buffer(brw, intel_bo,
+                                   binding->Offset,
+                                   binding->BufferObject->Size - binding->Offset);
+         brw_create_constant_surface(brw, bo, binding->Offset,
+                                     bo->size - binding->Offset,
+                                     &surf_offsets[i],
+                                     dword_pitch);
+      } else {
+         struct gl_shader_storage_buffer_binding *binding;
+         binding =
+            &ctx->ShaderStorageBufferBindings[shader->UniformBlocks[i].Binding];
+         intel_bo = intel_buffer_object(binding->BufferObject);
+         drm_intel_bo *bo =
+            intel_bufferobj_buffer(brw, intel_bo,
+                                   binding->Offset,
+                                   binding->BufferObject->Size - binding->Offset);
+         brw_create_buffer_surface(brw, bo, binding->Offset,
+                                   bo->size - binding->Offset,
+                                   &surf_offsets[i],
+                                   dword_pitch);
+      }
    }
 
    if (shader->NumUniformBlocks)