/************************************************************************** * * Copyright 2007 VMware, Inc. * 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. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include "program/prog_parameter.h" #include "program/prog_print.h" #include "main/shaderapi.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_upload_mgr.h" #include "cso_cache/cso_context.h" #include "st_debug.h" #include "st_context.h" #include "st_atom.h" #include "st_atom_constbuf.h" #include "st_program.h" #include "st_cb_bufferobjects.h" /* Unbinds the CB0 if it's not used by the current program to avoid leaving * dangling pointers to old (potentially deleted) shaders in the driver. */ static void st_unbind_unused_cb0(struct st_context *st, enum pipe_shader_type shader_type) { if (st->state.constbuf0_enabled_shader_mask & (1 << shader_type)) { struct pipe_context *pipe = st->pipe; pipe->set_constant_buffer(pipe, shader_type, 0, false, NULL); st->state.constbuf0_enabled_shader_mask &= ~(1 << shader_type); } } /** * Pass the given program parameters to the graphics pipe as a * constant buffer. */ void st_upload_constants(struct st_context *st, struct gl_program *prog, gl_shader_stage stage) { enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage); if (!prog) { st_unbind_unused_cb0(st, shader_type); return; } struct gl_program_parameter_list *params = prog->Parameters; assert(shader_type == PIPE_SHADER_VERTEX || shader_type == PIPE_SHADER_FRAGMENT || shader_type == PIPE_SHADER_GEOMETRY || shader_type == PIPE_SHADER_TESS_CTRL || shader_type == PIPE_SHADER_TESS_EVAL || shader_type == PIPE_SHADER_COMPUTE); /* update the ATI constants before rendering */ if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) { struct ati_fragment_shader *ati_fs = st->fp->ati_fs; unsigned c; for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) { unsigned offset = params->Parameters[c].ValueOffset; if (ati_fs->LocalConstDef & (1 << c)) memcpy(params->ParameterValues + offset, ati_fs->Constants[c], sizeof(GLfloat) * 4); else memcpy(params->ParameterValues + offset, st->ctx->ATIFragmentShader.GlobalConstants[c], sizeof(GLfloat) * 4); } } /* Make all bindless samplers/images bound texture/image units resident in * the context. */ st_make_bound_samplers_resident(st, prog); st_make_bound_images_resident(st, prog); /* update constants */ if (params && params->NumParameters) { struct pipe_constant_buffer cb; const uint paramBytes = params->NumParameterValues * sizeof(GLfloat); _mesa_shader_write_subroutine_indices(st->ctx, stage); cb.buffer = NULL; cb.user_buffer = NULL; cb.buffer_offset = 0; cb.buffer_size = paramBytes; if (st->prefer_real_buffer_in_constbuf0) { struct pipe_context *pipe = st->pipe; uint32_t *ptr; /* fetch_state always stores 4 components (16 bytes) per matrix row, * but matrix rows are sometimes allocated partially, so add 12 * to compensate for the fetch_state defect. */ u_upload_alloc(pipe->const_uploader, 0, paramBytes + 12, 64, &cb.buffer_offset, &cb.buffer, (void**)&ptr); int uniform_bytes = params->UniformBytes; if (uniform_bytes) memcpy(ptr, params->ParameterValues, uniform_bytes); /* Upload the constants which come from fixed-function state, such as * transformation matrices, fog factors, etc. */ if (params->StateFlags) _mesa_upload_state_parameters(st->ctx, params, ptr); u_upload_unmap(pipe->const_uploader); pipe->set_constant_buffer(pipe, shader_type, 0, true, &cb); /* Set inlinable constants. This is more involved because state * parameters are uploaded directly above instead of being loaded * into gl_program_parameter_list. The easiest way to get their values * is to load them. */ unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms; if (num_inlinable_uniforms) { uint32_t values[MAX_INLINABLE_UNIFORMS]; gl_constant_value *constbuf = params->ParameterValues; bool loaded_state_vars = false; for (unsigned i = 0; i < num_inlinable_uniforms; i++) { unsigned dw_offset = prog->info.inlinable_uniform_dw_offsets[i]; if (dw_offset * 4 >= uniform_bytes && !loaded_state_vars) { _mesa_load_state_parameters(st->ctx, params); loaded_state_vars = true; } values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u; } pipe->set_inlinable_constants(pipe, shader_type, prog->info.num_inlinable_uniforms, values); } } else { struct pipe_context *pipe = st->pipe; cb.user_buffer = params->ParameterValues; /* Update the constants which come from fixed-function state, such as * transformation matrices, fog factors, etc. */ if (params->StateFlags) _mesa_load_state_parameters(st->ctx, params); pipe->set_constant_buffer(pipe, shader_type, 0, false, &cb); /* Set inlinable constants. */ unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms; if (num_inlinable_uniforms) { uint32_t values[MAX_INLINABLE_UNIFORMS]; gl_constant_value *constbuf = params->ParameterValues; for (unsigned i = 0; i < num_inlinable_uniforms; i++) values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u; pipe->set_inlinable_constants(pipe, shader_type, prog->info.num_inlinable_uniforms, values); } } st->state.constbuf0_enabled_shader_mask |= 1 << shader_type; } else { st_unbind_unused_cb0(st, shader_type); } } /** * Vertex shader: */ void st_update_vs_constants(struct st_context *st) { st_upload_constants(st, &st->vp->Base, MESA_SHADER_VERTEX); } /** * Fragment shader: */ void st_update_fs_constants(struct st_context *st) { st_upload_constants(st, &st->fp->Base, MESA_SHADER_FRAGMENT); } /* Geometry shader: */ void st_update_gs_constants(struct st_context *st) { st_upload_constants(st, st->gp ? &st->gp->Base : NULL, MESA_SHADER_GEOMETRY); } /* Tessellation control shader: */ void st_update_tcs_constants(struct st_context *st) { st_upload_constants(st, st->tcp ? &st->tcp->Base : NULL, MESA_SHADER_TESS_CTRL); } /* Tessellation evaluation shader: */ void st_update_tes_constants(struct st_context *st) { st_upload_constants(st, st->tep ? &st->tep->Base : NULL, MESA_SHADER_TESS_EVAL); } /* Compute shader: */ void st_update_cs_constants(struct st_context *st) { st_upload_constants(st, st->cp ? &st->cp->Base : NULL, MESA_SHADER_COMPUTE); } static void st_bind_ubos(struct st_context *st, struct gl_program *prog, enum pipe_shader_type shader_type) { unsigned i; struct pipe_constant_buffer cb = { 0 }; if (!prog) return; struct pipe_context *pipe = st->pipe; for (i = 0; i < prog->sh.NumUniformBlocks; i++) { struct gl_buffer_binding *binding; binding = &st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding]; cb.buffer = st_get_buffer_reference(st->ctx, binding->BufferObject); if (cb.buffer) { cb.buffer_offset = binding->Offset; cb.buffer_size = cb.buffer->width0 - binding->Offset; /* AutomaticSize is FALSE if the buffer was set with BindBufferRange. * Take the minimum just to be sure. */ if (!binding->AutomaticSize) cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size); } else { cb.buffer_offset = 0; cb.buffer_size = 0; } pipe->set_constant_buffer(pipe, shader_type, 1 + i, true, &cb); } } void st_bind_vs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; st_bind_ubos(st, prog, PIPE_SHADER_VERTEX); } void st_bind_fs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT); } void st_bind_gs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY); } void st_bind_tcs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL); } void st_bind_tes_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL); } void st_bind_cs_ubos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE); }