1 /**************************************************************************
2  *
3  * Copyright 2014 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 "program/prog_parameter.h"
29 #include "program/prog_print.h"
30 #include "compiler/glsl/ir_uniform.h"
31 
32 #include "pipe/p_context.h"
33 #include "pipe/p_defines.h"
34 #include "util/u_inlines.h"
35 #include "util/u_surface.h"
36 
37 #include "st_debug.h"
38 #include "st_cb_bufferobjects.h"
39 #include "st_context.h"
40 #include "st_atom.h"
41 #include "st_program.h"
42 
43 static void
st_bind_ssbos(struct st_context * st,struct gl_program * prog,enum pipe_shader_type shader_type)44 st_bind_ssbos(struct st_context *st, struct gl_program *prog,
45               enum pipe_shader_type shader_type)
46 {
47    unsigned i;
48    struct pipe_shader_buffer buffers[MAX_SHADER_STORAGE_BUFFERS];
49    if (!prog || !st->pipe->set_shader_buffers)
50       return;
51 
52    for (i = 0; i < prog->info.num_ssbos; i++) {
53       struct gl_buffer_binding *binding;
54       struct st_buffer_object *st_obj;
55       struct pipe_shader_buffer *sb = &buffers[i];
56 
57       binding = &st->ctx->ShaderStorageBufferBindings[
58             prog->sh.ShaderStorageBlocks[i]->Binding];
59       st_obj = st_buffer_object(binding->BufferObject);
60 
61       sb->buffer = st_obj ? st_obj->buffer : NULL;
62 
63       if (sb->buffer) {
64          sb->buffer_offset = binding->Offset;
65          sb->buffer_size = sb->buffer->width0 - binding->Offset;
66 
67          /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
68           * Take the minimum just to be sure.
69           */
70          if (!binding->AutomaticSize)
71             sb->buffer_size = MIN2(sb->buffer_size, (unsigned) binding->Size);
72       }
73       else {
74          sb->buffer_offset = 0;
75          sb->buffer_size = 0;
76       }
77    }
78    st->pipe->set_shader_buffers(st->pipe, shader_type, 0,
79                                 prog->info.num_ssbos, buffers,
80                                 prog->sh.ShaderStorageBlocksWriteAccess);
81 
82    /* Clear out any stale shader buffers (or lowered atomic counters). */
83    int num_ssbos = prog->info.num_ssbos;
84    if (!st->has_hw_atomics)
85       num_ssbos += st->last_used_atomic_bindings[shader_type];
86    if (st->last_num_ssbos[shader_type] > num_ssbos) {
87       st->pipe->set_shader_buffers(
88             st->pipe, shader_type,
89             num_ssbos,
90             st->last_num_ssbos[shader_type] - num_ssbos,
91             NULL, 0);
92       st->last_num_ssbos[shader_type] = num_ssbos;
93    }
94 }
95 
st_bind_vs_ssbos(struct st_context * st)96 void st_bind_vs_ssbos(struct st_context *st)
97 {
98    struct gl_program *prog =
99       st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
100 
101    st_bind_ssbos(st, prog, PIPE_SHADER_VERTEX);
102 }
103 
st_bind_fs_ssbos(struct st_context * st)104 void st_bind_fs_ssbos(struct st_context *st)
105 {
106    struct gl_program *prog =
107       st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
108 
109    st_bind_ssbos(st, prog, PIPE_SHADER_FRAGMENT);
110 }
111 
st_bind_gs_ssbos(struct st_context * st)112 void st_bind_gs_ssbos(struct st_context *st)
113 {
114    struct gl_program *prog =
115       st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
116 
117    st_bind_ssbos(st, prog, PIPE_SHADER_GEOMETRY);
118 }
119 
st_bind_tcs_ssbos(struct st_context * st)120 void st_bind_tcs_ssbos(struct st_context *st)
121 {
122    struct gl_program *prog =
123       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
124 
125    st_bind_ssbos(st, prog, PIPE_SHADER_TESS_CTRL);
126 }
127 
st_bind_tes_ssbos(struct st_context * st)128 void st_bind_tes_ssbos(struct st_context *st)
129 {
130    struct gl_program *prog =
131       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
132 
133    st_bind_ssbos(st, prog, PIPE_SHADER_TESS_EVAL);
134 }
135 
st_bind_cs_ssbos(struct st_context * st)136 void st_bind_cs_ssbos(struct st_context *st)
137 {
138    struct gl_program *prog =
139       st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
140 
141    st_bind_ssbos(st, prog, PIPE_SHADER_COMPUTE);
142 }
143