--- /dev/null
+/**************************************************************************
+ *
+ * Copyright 2016 Ilia Mirkin. 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
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * 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 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.
+ *
+ **************************************************************************/
+
+#include "main/imports.h"
+#include "program/prog_parameter.h"
+#include "program/prog_print.h"
+#include "compiler/glsl/ir_uniform.h"
+
+#include "pipe/p_context.h"
+#include "pipe/p_defines.h"
+#include "util/u_inlines.h"
+#include "util/u_surface.h"
+
+#include "st_debug.h"
+#include "st_texture.h"
+#include "st_context.h"
+#include "st_atom.h"
+#include "st_program.h"
+#include "st_format.h"
+
+static void
+st_bind_images(struct st_context *st, struct gl_shader *shader,
+ unsigned shader_type)
+{
+ unsigned i;
+ struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
+ struct gl_program_constants *c = &st->ctx->Const.Program[shader->Stage];
+
+ if (!shader || !st->pipe->set_shader_images)
+ return;
+
+ for (i = 0; i < shader->NumImages; i++) {
+ struct gl_image_unit *u = &st->ctx->ImageUnits[shader->ImageUnits[i]];
+ struct st_texture_object *stObj = st_texture_object(u->TexObj);
+ struct pipe_image_view *img = &images[i];
+
+ if (!stObj || !stObj->pt) {
+ memset(img, 0, sizeof(*img));
+ continue;
+ }
+ img->resource = stObj->pt;
+ img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat);
+ if (stObj->pt->target == PIPE_BUFFER) {
+ unsigned base, size;
+ unsigned f, n;
+ const struct util_format_description *desc
+ = util_format_description(img->format);
+
+ base = stObj->base.BufferOffset;
+ assert(base < stObj->pt->width0);
+ size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
+
+ f = (base / (desc->block.bits / 8)) * desc->block.width;
+ n = (size / (desc->block.bits / 8)) * desc->block.width;
+ assert(n > 0);
+ img->u.buf.first_element = f;
+ img->u.buf.last_element = f + (n - 1);
+ } else {
+ img->u.tex.level = u->Level + stObj->base.MinLevel;
+ img->u.tex.first_layer = u->_Layer + stObj->base.MinLayer;
+ img->u.tex.last_layer = u->_Layer + stObj->base.MinLayer;
+ if (u->Layered && img->resource->array_size > 1) {
+ if (stObj->base.Immutable)
+ img->u.tex.last_layer += stObj->base.NumLayers - 1;
+ else
+ img->u.tex.last_layer += img->resource->array_size - 1;
+ }
+ }
+ }
+ st->pipe->set_shader_images(st->pipe, shader_type, 0, shader->NumImages,
+ images);
+ /* clear out any stale shader images */
+ if (shader->NumImages < c->MaxImageUniforms)
+ st->pipe->set_shader_images(
+ st->pipe, shader_type,
+ shader->NumImages,
+ c->MaxImageUniforms - shader->NumImages,
+ NULL);
+}
+
+static void bind_vs_images(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+
+ if (!prog)
+ return;
+
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX);
+}
+
+const struct st_tracked_state st_bind_vs_images = {
+ "st_bind_vs_images",
+ {
+ 0,
+ ST_NEW_VERTEX_PROGRAM | ST_NEW_IMAGE_UNITS,
+ },
+ bind_vs_images
+};
+
+static void bind_fs_images(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
+
+ if (!prog)
+ return;
+
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT);
+}
+
+const struct st_tracked_state st_bind_fs_images = {
+ "st_bind_fs_images",
+ {
+ 0,
+ ST_NEW_FRAGMENT_PROGRAM | ST_NEW_IMAGE_UNITS,
+ },
+ bind_fs_images
+};
+
+static void bind_gs_images(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
+
+ if (!prog)
+ return;
+
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY], PIPE_SHADER_GEOMETRY);
+}
+
+const struct st_tracked_state st_bind_gs_images = {
+ "st_bind_gs_images",
+ {
+ 0,
+ ST_NEW_GEOMETRY_PROGRAM | ST_NEW_IMAGE_UNITS,
+ },
+ bind_gs_images
+};
+
+static void bind_tcs_images(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
+
+ if (!prog)
+ return;
+
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL], PIPE_SHADER_TESS_CTRL);
+}
+
+const struct st_tracked_state st_bind_tcs_images = {
+ "st_bind_tcs_images",
+ {
+ 0,
+ ST_NEW_TESSCTRL_PROGRAM | ST_NEW_IMAGE_UNITS,
+ },
+ bind_tcs_images
+};
+
+static void bind_tes_images(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
+
+ if (!prog)
+ return;
+
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL], PIPE_SHADER_TESS_EVAL);
+}
+
+const struct st_tracked_state st_bind_tes_images = {
+ "st_bind_tes_images",
+ {
+ 0,
+ ST_NEW_TESSEVAL_PROGRAM | ST_NEW_IMAGE_UNITS,
+ },
+ bind_tes_images
+};
+
+static void bind_cs_images(struct st_context *st)
+{
+ struct gl_shader_program *prog =
+ st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
+
+ if (!prog)
+ return;
+
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE], PIPE_SHADER_COMPUTE);
+}
+
+const struct st_tracked_state st_bind_cs_images = {
+ "st_bind_cs_images",
+ {
+ 0,
+ ST_NEW_COMPUTE_PROGRAM | ST_NEW_IMAGE_UNITS,
+ },
+ bind_cs_images
+};