1 /**************************************************************************
2 *
3 * Copyright 2016 Ilia Mirkin. All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sub license, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
15 * of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
20 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 **************************************************************************/
26
27
28 #include "main/shaderimage.h"
29 #include "program/prog_parameter.h"
30 #include "program/prog_print.h"
31 #include "compiler/glsl/ir_uniform.h"
32
33 #include "pipe/p_context.h"
34 #include "pipe/p_defines.h"
35 #include "util/u_inlines.h"
36 #include "util/u_surface.h"
37 #include "cso_cache/cso_context.h"
38
39 #include "st_cb_texture.h"
40 #include "st_debug.h"
41 #include "st_texture.h"
42 #include "st_context.h"
43 #include "st_atom.h"
44 #include "st_program.h"
45 #include "st_format.h"
46
47 /**
48 * Convert a gl_image_unit object to a pipe_image_view object.
49 */
50 void
st_convert_image(const struct st_context * st,const struct gl_image_unit * u,struct pipe_image_view * img,enum gl_access_qualifier shader_access)51 st_convert_image(const struct st_context *st, const struct gl_image_unit *u,
52 struct pipe_image_view *img, enum gl_access_qualifier shader_access)
53 {
54 struct gl_texture_object *stObj = u->TexObj;
55
56 img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat);
57
58 switch (u->Access) {
59 case GL_READ_ONLY:
60 img->access = PIPE_IMAGE_ACCESS_READ;
61 break;
62 case GL_WRITE_ONLY:
63 img->access = PIPE_IMAGE_ACCESS_WRITE;
64 break;
65 case GL_READ_WRITE:
66 img->access = PIPE_IMAGE_ACCESS_READ_WRITE;
67 break;
68 default:
69 unreachable("bad gl_image_unit::Access");
70 }
71
72 img->shader_access = 0;
73 if (!(shader_access & ACCESS_NON_READABLE))
74 img->shader_access |= PIPE_IMAGE_ACCESS_READ;
75 if (!(shader_access & ACCESS_NON_WRITEABLE))
76 img->shader_access |= PIPE_IMAGE_ACCESS_WRITE;
77 if (shader_access & ACCESS_COHERENT)
78 img->shader_access |= PIPE_IMAGE_ACCESS_COHERENT;
79 if (shader_access & ACCESS_VOLATILE)
80 img->shader_access |= PIPE_IMAGE_ACCESS_VOLATILE;
81
82 if (stObj->Target == GL_TEXTURE_BUFFER) {
83 struct gl_buffer_object *stbuf = stObj->BufferObject;
84 unsigned base, size;
85
86 if (!stbuf || !stbuf->buffer) {
87 memset(img, 0, sizeof(*img));
88 return;
89 }
90 struct pipe_resource *buf = stbuf->buffer;
91
92 base = stObj->BufferOffset;
93 assert(base < buf->width0);
94 size = MIN2(buf->width0 - base, (unsigned)stObj->BufferSize);
95
96 img->resource = stbuf->buffer;
97 img->u.buf.offset = base;
98 img->u.buf.size = size;
99 } else {
100 if (!st_finalize_texture(st->ctx, st->pipe, u->TexObj, 0) ||
101 !stObj->pt) {
102 memset(img, 0, sizeof(*img));
103 return;
104 }
105
106 img->resource = stObj->pt;
107 img->u.tex.level = u->Level + stObj->Attrib.MinLevel;
108 img->u.tex.single_layer_view = !u->Layered;
109 assert(img->u.tex.level <= img->resource->last_level);
110 if (stObj->pt->target == PIPE_TEXTURE_3D) {
111 if (u->Layered) {
112 img->u.tex.first_layer = 0;
113 img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1;
114 } else {
115 img->u.tex.first_layer = u->_Layer;
116 img->u.tex.last_layer = u->_Layer;
117 img->u.tex.is_2d_view_of_3d = true;
118 }
119 } else {
120 img->u.tex.first_layer = u->_Layer + stObj->Attrib.MinLayer;
121 img->u.tex.last_layer = u->_Layer + stObj->Attrib.MinLayer;
122 if (u->Layered && img->resource->array_size > 1) {
123 if (stObj->Immutable)
124 img->u.tex.last_layer += stObj->Attrib.NumLayers - 1;
125 else
126 img->u.tex.last_layer += img->resource->array_size - 1;
127 }
128 }
129 }
130 }
131
132 /**
133 * Get a pipe_image_view object from an image unit.
134 */
135 void
st_convert_image_from_unit(const struct st_context * st,struct pipe_image_view * img,GLuint imgUnit,enum gl_access_qualifier image_access)136 st_convert_image_from_unit(const struct st_context *st,
137 struct pipe_image_view *img,
138 GLuint imgUnit,
139 enum gl_access_qualifier image_access)
140 {
141 struct gl_image_unit *u = &st->ctx->ImageUnits[imgUnit];
142
143 if (!_mesa_is_image_unit_valid(st->ctx, u)) {
144 memset(img, 0, sizeof(*img));
145 return;
146 }
147
148 st_convert_image(st, u, img, image_access);
149 }
150
151 static void
st_bind_images(struct st_context * st,struct gl_program * prog,enum pipe_shader_type shader_type)152 st_bind_images(struct st_context *st, struct gl_program *prog,
153 enum pipe_shader_type shader_type)
154 {
155 unsigned i;
156 struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
157
158 if (!prog || !st->pipe->set_shader_images)
159 return;
160
161 unsigned num_images = prog->info.num_images;
162
163 for (i = 0; i < num_images; i++) {
164 struct pipe_image_view *img = &images[i];
165
166 st_convert_image_from_unit(st, img, prog->sh.ImageUnits[i],
167 prog->sh.image_access[i]);
168 }
169
170 struct pipe_context *pipe = st->pipe;
171 unsigned last_num_images = st->state.num_images[shader_type];
172 unsigned unbind_slots = last_num_images > num_images ?
173 last_num_images - num_images : 0;
174 pipe->set_shader_images(pipe, shader_type, 0, num_images, unbind_slots,
175 images);
176 st->state.num_images[shader_type] = num_images;
177 }
178
st_bind_vs_images(struct st_context * st)179 void st_bind_vs_images(struct st_context *st)
180 {
181 struct gl_program *prog =
182 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
183
184 st_bind_images(st, prog, PIPE_SHADER_VERTEX);
185 }
186
st_bind_fs_images(struct st_context * st)187 void st_bind_fs_images(struct st_context *st)
188 {
189 struct gl_program *prog =
190 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
191
192 st_bind_images(st, prog, PIPE_SHADER_FRAGMENT);
193 }
194
st_bind_gs_images(struct st_context * st)195 void st_bind_gs_images(struct st_context *st)
196 {
197 struct gl_program *prog =
198 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
199
200 st_bind_images(st, prog, PIPE_SHADER_GEOMETRY);
201 }
202
st_bind_tcs_images(struct st_context * st)203 void st_bind_tcs_images(struct st_context *st)
204 {
205 struct gl_program *prog =
206 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
207
208 st_bind_images(st, prog, PIPE_SHADER_TESS_CTRL);
209 }
210
st_bind_tes_images(struct st_context * st)211 void st_bind_tes_images(struct st_context *st)
212 {
213 struct gl_program *prog =
214 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
215
216 st_bind_images(st, prog, PIPE_SHADER_TESS_EVAL);
217 }
218
st_bind_cs_images(struct st_context * st)219 void st_bind_cs_images(struct st_context *st)
220 {
221 struct gl_program *prog =
222 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
223
224 st_bind_images(st, prog, PIPE_SHADER_COMPUTE);
225 }
226