/************************************************************************** * * Copyright 2014 Ilia Mirkin. 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. * **************************************************************************/ #include "main/imports.h" #include "program/prog_parameter.h" #include "program/prog_print.h" #include "compiler/glsl/ir_uniform.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_surface.h" #include "st_debug.h" #include "st_cb_bufferobjects.h" #include "st_context.h" #include "st_atom.h" #include "st_program.h" static void st_bind_ssbos(struct st_context *st, struct gl_program *prog, enum pipe_shader_type shader_type) { unsigned i; struct pipe_shader_buffer buffers[MAX_SHADER_STORAGE_BUFFERS]; struct gl_program_constants *c; if (!prog || !st->pipe->set_shader_buffers) return; c = &st->ctx->Const.Program[prog->info.stage]; for (i = 0; i < prog->info.num_ssbos; i++) { struct gl_shader_storage_buffer_binding *binding; struct st_buffer_object *st_obj; struct pipe_shader_buffer *sb = &buffers[i]; binding = &st->ctx->ShaderStorageBufferBindings[ prog->sh.ShaderStorageBlocks[i]->Binding]; st_obj = st_buffer_object(binding->BufferObject); sb->buffer = st_obj->buffer; if (sb->buffer) { sb->buffer_offset = binding->Offset; sb->buffer_size = sb->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_offset = 0; sb->buffer_size = 0; } } st->pipe->set_shader_buffers(st->pipe, shader_type, c->MaxAtomicBuffers, prog->info.num_ssbos, buffers); /* clear out any stale shader buffers */ if (prog->info.num_ssbos < c->MaxShaderStorageBlocks) st->pipe->set_shader_buffers( st->pipe, shader_type, c->MaxAtomicBuffers + prog->info.num_ssbos, c->MaxShaderStorageBlocks - prog->info.num_ssbos, NULL); } void st_bind_vs_ssbos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; st_bind_ssbos(st, prog, PIPE_SHADER_VERTEX); } void st_bind_fs_ssbos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; st_bind_ssbos(st, prog, PIPE_SHADER_FRAGMENT); } void st_bind_gs_ssbos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; st_bind_ssbos(st, prog, PIPE_SHADER_GEOMETRY); } void st_bind_tcs_ssbos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; st_bind_ssbos(st, prog, PIPE_SHADER_TESS_CTRL); } void st_bind_tes_ssbos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; st_bind_ssbos(st, prog, PIPE_SHADER_TESS_EVAL); } void st_bind_cs_ssbos(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; st_bind_ssbos(st, prog, PIPE_SHADER_COMPUTE); }