1 /**************************************************************************
2  *
3  * Copyright 2007 VMware, Inc.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28 /*
29  * Authors:
30  *   Keith Whitwell <keithw@vmware.com>
31  *   Brian Paul
32  */
33 
34 
35 #include "program/prog_parameter.h"
36 #include "program/prog_print.h"
37 #include "main/shaderapi.h"
38 #include "pipe/p_context.h"
39 #include "pipe/p_defines.h"
40 #include "util/u_inlines.h"
41 #include "util/u_upload_mgr.h"
42 #include "cso_cache/cso_context.h"
43 
44 #include "st_debug.h"
45 #include "st_context.h"
46 #include "st_atom.h"
47 #include "st_atom_constbuf.h"
48 #include "st_program.h"
49 #include "st_cb_bufferobjects.h"
50 
51 /* Unbinds the CB0 if it's not used by the current program to avoid leaving
52  * dangling pointers to old (potentially deleted) shaders in the driver.
53  */
54 static void
st_unbind_unused_cb0(struct st_context * st,enum pipe_shader_type shader_type)55 st_unbind_unused_cb0(struct st_context *st, enum pipe_shader_type shader_type)
56 {
57    if (st->state.constbuf0_enabled_shader_mask & (1 << shader_type)) {
58       struct pipe_context *pipe = st->pipe;
59 
60       pipe->set_constant_buffer(pipe, shader_type, 0, false, NULL);
61       st->state.constbuf0_enabled_shader_mask &= ~(1 << shader_type);
62    }
63 }
64 
65 /**
66  * Pass the given program parameters to the graphics pipe as a
67  * constant buffer.
68  */
69 void
st_upload_constants(struct st_context * st,struct gl_program * prog,gl_shader_stage stage)70 st_upload_constants(struct st_context *st, struct gl_program *prog, gl_shader_stage stage)
71 {
72    enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage);
73    if (!prog) {
74       st_unbind_unused_cb0(st, shader_type);
75       return;
76    }
77 
78    struct gl_program_parameter_list *params = prog->Parameters;
79 
80    assert(shader_type == PIPE_SHADER_VERTEX ||
81           shader_type == PIPE_SHADER_FRAGMENT ||
82           shader_type == PIPE_SHADER_GEOMETRY ||
83           shader_type == PIPE_SHADER_TESS_CTRL ||
84           shader_type == PIPE_SHADER_TESS_EVAL ||
85           shader_type == PIPE_SHADER_COMPUTE);
86 
87    /* update the ATI constants before rendering */
88    if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) {
89       struct ati_fragment_shader *ati_fs = st->fp->ati_fs;
90       unsigned c;
91 
92       for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) {
93          unsigned offset = params->Parameters[c].ValueOffset;
94          if (ati_fs->LocalConstDef & (1 << c))
95             memcpy(params->ParameterValues + offset,
96                    ati_fs->Constants[c], sizeof(GLfloat) * 4);
97          else
98             memcpy(params->ParameterValues + offset,
99                    st->ctx->ATIFragmentShader.GlobalConstants[c],
100                    sizeof(GLfloat) * 4);
101       }
102    }
103 
104    /* Make all bindless samplers/images bound texture/image units resident in
105     * the context.
106     */
107    st_make_bound_samplers_resident(st, prog);
108    st_make_bound_images_resident(st, prog);
109 
110    /* update constants */
111    if (params && params->NumParameters) {
112       struct pipe_constant_buffer cb;
113       const uint paramBytes = params->NumParameterValues * sizeof(GLfloat);
114 
115       _mesa_shader_write_subroutine_indices(st->ctx, stage);
116 
117       cb.buffer = NULL;
118       cb.user_buffer = NULL;
119       cb.buffer_offset = 0;
120       cb.buffer_size = paramBytes;
121 
122       if (st->prefer_real_buffer_in_constbuf0) {
123          struct pipe_context *pipe = st->pipe;
124          uint32_t *ptr;
125          /* fetch_state always stores 4 components (16 bytes) per matrix row,
126           * but matrix rows are sometimes allocated partially, so add 12
127           * to compensate for the fetch_state defect.
128           */
129          u_upload_alloc(pipe->const_uploader, 0, paramBytes + 12, 64,
130                         &cb.buffer_offset, &cb.buffer, (void**)&ptr);
131 
132          int uniform_bytes = params->UniformBytes;
133          if (uniform_bytes)
134             memcpy(ptr, params->ParameterValues, uniform_bytes);
135 
136          /* Upload the constants which come from fixed-function state, such as
137           * transformation matrices, fog factors, etc.
138           */
139          if (params->StateFlags)
140             _mesa_upload_state_parameters(st->ctx, params, ptr);
141 
142          u_upload_unmap(pipe->const_uploader);
143          pipe->set_constant_buffer(pipe, shader_type, 0, true, &cb);
144 
145          /* Set inlinable constants. This is more involved because state
146           * parameters are uploaded directly above instead of being loaded
147           * into gl_program_parameter_list. The easiest way to get their values
148           * is to load them.
149           */
150          unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
151          if (num_inlinable_uniforms) {
152             uint32_t values[MAX_INLINABLE_UNIFORMS];
153             gl_constant_value *constbuf = params->ParameterValues;
154             bool loaded_state_vars = false;
155 
156             for (unsigned i = 0; i < num_inlinable_uniforms; i++) {
157                unsigned dw_offset = prog->info.inlinable_uniform_dw_offsets[i];
158 
159                if (dw_offset * 4 >= uniform_bytes && !loaded_state_vars) {
160                   _mesa_load_state_parameters(st->ctx, params);
161                   loaded_state_vars = true;
162                }
163 
164                values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
165             }
166 
167             pipe->set_inlinable_constants(pipe, shader_type,
168                                           prog->info.num_inlinable_uniforms,
169                                           values);
170          }
171       } else {
172          struct pipe_context *pipe = st->pipe;
173 
174          cb.user_buffer = params->ParameterValues;
175 
176          /* Update the constants which come from fixed-function state, such as
177           * transformation matrices, fog factors, etc.
178           */
179          if (params->StateFlags)
180             _mesa_load_state_parameters(st->ctx, params);
181 
182          pipe->set_constant_buffer(pipe, shader_type, 0, false, &cb);
183 
184          /* Set inlinable constants. */
185          unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
186          if (num_inlinable_uniforms) {
187             uint32_t values[MAX_INLINABLE_UNIFORMS];
188             gl_constant_value *constbuf = params->ParameterValues;
189 
190             for (unsigned i = 0; i < num_inlinable_uniforms; i++)
191                values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
192 
193             pipe->set_inlinable_constants(pipe, shader_type,
194                                           prog->info.num_inlinable_uniforms,
195                                           values);
196          }
197       }
198 
199       st->state.constbuf0_enabled_shader_mask |= 1 << shader_type;
200    } else {
201       st_unbind_unused_cb0(st, shader_type);
202    }
203 }
204 
205 
206 /**
207  * Vertex shader:
208  */
209 void
st_update_vs_constants(struct st_context * st)210 st_update_vs_constants(struct st_context *st)
211 {
212    st_upload_constants(st, &st->vp->Base, MESA_SHADER_VERTEX);
213 }
214 
215 /**
216  * Fragment shader:
217  */
218 void
st_update_fs_constants(struct st_context * st)219 st_update_fs_constants(struct st_context *st)
220 {
221    st_upload_constants(st, &st->fp->Base, MESA_SHADER_FRAGMENT);
222 }
223 
224 
225 /* Geometry shader:
226  */
227 void
st_update_gs_constants(struct st_context * st)228 st_update_gs_constants(struct st_context *st)
229 {
230    st_upload_constants(st, st->gp ? &st->gp->Base : NULL, MESA_SHADER_GEOMETRY);
231 }
232 
233 /* Tessellation control shader:
234  */
235 void
st_update_tcs_constants(struct st_context * st)236 st_update_tcs_constants(struct st_context *st)
237 {
238    st_upload_constants(st, st->tcp ? &st->tcp->Base : NULL, MESA_SHADER_TESS_CTRL);
239 }
240 
241 /* Tessellation evaluation shader:
242  */
243 void
st_update_tes_constants(struct st_context * st)244 st_update_tes_constants(struct st_context *st)
245 {
246    st_upload_constants(st, st->tep ? &st->tep->Base : NULL, MESA_SHADER_TESS_EVAL);
247 }
248 
249 /* Compute shader:
250  */
251 void
st_update_cs_constants(struct st_context * st)252 st_update_cs_constants(struct st_context *st)
253 {
254    st_upload_constants(st, st->cp ? &st->cp->Base : NULL, MESA_SHADER_COMPUTE);
255 }
256 
257 static void
st_bind_ubos(struct st_context * st,struct gl_program * prog,enum pipe_shader_type shader_type)258 st_bind_ubos(struct st_context *st, struct gl_program *prog,
259              enum pipe_shader_type shader_type)
260 {
261    unsigned i;
262    struct pipe_constant_buffer cb = { 0 };
263 
264    if (!prog)
265       return;
266 
267    struct pipe_context *pipe = st->pipe;
268 
269    for (i = 0; i < prog->sh.NumUniformBlocks; i++) {
270       struct gl_buffer_binding *binding;
271 
272       binding =
273          &st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
274 
275       cb.buffer = st_get_buffer_reference(st->ctx, binding->BufferObject);
276 
277       if (cb.buffer) {
278          cb.buffer_offset = binding->Offset;
279          cb.buffer_size = cb.buffer->width0 - binding->Offset;
280 
281          /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
282           * Take the minimum just to be sure.
283           */
284          if (!binding->AutomaticSize)
285             cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
286       }
287       else {
288          cb.buffer_offset = 0;
289          cb.buffer_size = 0;
290       }
291 
292       pipe->set_constant_buffer(pipe, shader_type, 1 + i, true, &cb);
293    }
294 }
295 
296 void
st_bind_vs_ubos(struct st_context * st)297 st_bind_vs_ubos(struct st_context *st)
298 {
299    struct gl_program *prog =
300       st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
301 
302    st_bind_ubos(st, prog, PIPE_SHADER_VERTEX);
303 }
304 
305 void
st_bind_fs_ubos(struct st_context * st)306 st_bind_fs_ubos(struct st_context *st)
307 {
308    struct gl_program *prog =
309       st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
310 
311    st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT);
312 }
313 
314 void
st_bind_gs_ubos(struct st_context * st)315 st_bind_gs_ubos(struct st_context *st)
316 {
317    struct gl_program *prog =
318       st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
319 
320    st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY);
321 }
322 
323 void
st_bind_tcs_ubos(struct st_context * st)324 st_bind_tcs_ubos(struct st_context *st)
325 {
326    struct gl_program *prog =
327       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
328 
329    st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL);
330 }
331 
332 void
st_bind_tes_ubos(struct st_context * st)333 st_bind_tes_ubos(struct st_context *st)
334 {
335    struct gl_program *prog =
336       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
337 
338    st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL);
339 }
340 
341 void
st_bind_cs_ubos(struct st_context * st)342 st_bind_cs_ubos(struct st_context *st)
343 {
344    struct gl_program *prog =
345       st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
346 
347    st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE);
348 }
349