{
unsigned i;
- if (!prog || !st->pipe->set_shader_buffers)
+ if (!prog || !st->pipe->set_shader_buffers || st->has_hw_atomics)
return;
for (i = 0; i < prog->sh.data->NumAtomicBuffers; i++) {
sb.buffer_offset = binding->Offset;
sb.buffer_size = st_obj->buffer->width0 - binding->Offset;
- /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
+ /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
* Take the minimum just to be sure.
*/
if (!binding->AutomaticSize)
st_bind_atomics(st, prog, PIPE_SHADER_COMPUTE);
}
+
+void
+st_bind_hw_atomic_buffers(struct st_context *st)
+{
+ struct pipe_shader_buffer buffers[PIPE_MAX_HW_ATOMIC_BUFFERS];
+ int i;
+
+ if (!st->has_hw_atomics)
+ return;
+
+ for (i = 0; i < st->ctx->Const.MaxAtomicBufferBindings; i++) {
+ struct gl_buffer_binding *binding = &st->ctx->AtomicBufferBindings[i];
+ struct st_buffer_object *st_obj = st_buffer_object(binding->BufferObject);
+ struct pipe_shader_buffer *sb = &buffers[i];
+
+ if (st_obj && st_obj->buffer) {
+ sb->buffer = st_obj->buffer;
+ sb->buffer_offset = binding->Offset;
+ sb->buffer_size = st_obj->buffer->width0 - binding->Offset;
+
+ /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
+ * Take the minimum just to be sure.
+ */
+ if (!binding->AutomaticSize)
+ sb->buffer_size = MIN2(sb->buffer_size, (unsigned) binding->Size);
+ } else {
+ sb->buffer = NULL;
+ sb->buffer_offset = 0;
+ sb->buffer_size = 0;
+ }
+ }
+
+ st->pipe->set_hw_atomic_buffers(st->pipe, 0, st->ctx->Const.MaxAtomicBufferBindings, buffers);
+}
ST_STATE(ST_NEW_PIXEL_TRANSFER, st_update_pixel_transfer)
ST_STATE(ST_NEW_TESS_STATE, st_update_tess)
+ST_STATE(ST_NEW_HW_ATOMICS, st_bind_hw_atomic_buffers)
+
/* this must be done after the vertex program update */
ST_STATE(ST_NEW_VERTEX_ARRAYS, st_update_array)
if (st_obj->Base.UsageHistory & USAGE_TEXTURE_BUFFER)
ctx->NewDriverState |= ST_NEW_SAMPLER_VIEWS | ST_NEW_IMAGE_UNITS;
if (st_obj->Base.UsageHistory & USAGE_ATOMIC_COUNTER_BUFFER)
- ctx->NewDriverState |= ST_NEW_ATOMIC_BUFFER;
+ ctx->NewDriverState |= ctx->DriverFlags.NewAtomicBuffer;
return GL_TRUE;
}
st->has_multi_draw_indirect =
screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
+ st->has_hw_atomics =
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS) ? true : false;
+
/* GL limits and extensions */
st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions);
st_init_extensions(pipe->screen, &ctx->Const,
/* Shader resources */
f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
- f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
+ if (st->has_hw_atomics)
+ f->NewAtomicBuffer = ST_NEW_HW_ATOMICS;
+ else
+ f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
f->NewImageUnits = ST_NEW_IMAGE_UNITS;
boolean invalidate_on_gl_viewport;
boolean draw_needs_minmax_index;
boolean vertex_array_out_of_memory;
+ boolean has_hw_atomics;
/* Some state is contained in constant objects.
* Other state is just parameter values.