/************************************************************************** * * 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 "main/imports.h" #include "program/prog_parameter.h" #include "program/prog_print.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" /** * Pass the given program parameters to the graphics pipe as a * constant buffer. * \param shader_type either PIPE_SHADER_VERTEX or PIPE_SHADER_FRAGMENT */ void st_upload_constants( struct st_context *st, struct gl_program_parameter_list *params, unsigned shader_type) { 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++) { if (ati_fs->LocalConstDef & (1 << c)) memcpy(params->ParameterValues[c], ati_fs->Constants[c], sizeof(GLfloat) * 4); else memcpy(params->ParameterValues[c], st->ctx->ATIFragmentShader.GlobalConstants[c], sizeof(GLfloat) * 4); } } /* update constants */ if (params && params->NumParameters) { struct pipe_constant_buffer cb; const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4; /* Update the constants which come from fixed-function state, such as * transformation matrices, fog factors, etc. The rest of the values in * the parameters list are explicitly set by the user with glUniform, * glProgramParameter(), etc. */ if (params->StateFlags) _mesa_load_state_parameters(st->ctx, params); /* We always need to get a new buffer, to keep the drivers simple and * avoid gratuitous rendering synchronization. * Let's use a user buffer to avoid an unnecessary copy. */ if (st->constbuf_uploader) { cb.buffer = NULL; cb.user_buffer = NULL; u_upload_data(st->constbuf_uploader, 0, paramBytes, st->ctx->Const.UniformBufferOffsetAlignment, params->ParameterValues, &cb.buffer_offset, &cb.buffer); u_upload_unmap(st->constbuf_uploader); } else { cb.buffer = NULL; cb.user_buffer = params->ParameterValues; cb.buffer_offset = 0; } cb.buffer_size = paramBytes; if (ST_DEBUG & DEBUG_CONSTANTS) { debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n", __func__, shader_type, params->NumParameters, params->StateFlags); _mesa_print_parameter_list(params); } cso_set_constant_buffer(st->cso_context, shader_type, 0, &cb); pipe_resource_reference(&cb.buffer, NULL); st->state.constants[shader_type].ptr = params->ParameterValues; st->state.constants[shader_type].size = paramBytes; } else if (st->state.constants[shader_type].ptr) { /* Unbind. */ st->state.constants[shader_type].ptr = NULL; st->state.constants[shader_type].size = 0; cso_set_constant_buffer(st->cso_context, shader_type, 0, NULL); } } /** * Vertex shader: */ static void update_vs_constants(struct st_context *st ) { struct st_vertex_program *vp = st->vp; struct gl_program_parameter_list *params = vp->Base.Base.Parameters; st_upload_constants( st, params, PIPE_SHADER_VERTEX ); } const struct st_tracked_state st_update_vs_constants = { "st_update_vs_constants", /* name */ { /* dirty */ _NEW_PROGRAM_CONSTANTS, /* mesa */ ST_NEW_VERTEX_PROGRAM, /* st */ }, update_vs_constants /* update */ }; /** * Fragment shader: */ static void update_fs_constants(struct st_context *st ) { struct st_fragment_program *fp = st->fp; struct gl_program_parameter_list *params = fp->Base.Base.Parameters; st_upload_constants( st, params, PIPE_SHADER_FRAGMENT ); } const struct st_tracked_state st_update_fs_constants = { "st_update_fs_constants", /* name */ { /* dirty */ _NEW_PROGRAM_CONSTANTS, /* mesa */ ST_NEW_FRAGMENT_PROGRAM, /* st */ }, update_fs_constants /* update */ }; /* Geometry shader: */ static void update_gs_constants(struct st_context *st ) { struct st_geometry_program *gp = st->gp; struct gl_program_parameter_list *params; if (gp) { params = gp->Base.Base.Parameters; st_upload_constants( st, params, PIPE_SHADER_GEOMETRY ); } } const struct st_tracked_state st_update_gs_constants = { "st_update_gs_constants", /* name */ { /* dirty */ _NEW_PROGRAM_CONSTANTS, /* mesa */ ST_NEW_GEOMETRY_PROGRAM, /* st */ }, update_gs_constants /* update */ }; /* Tessellation control shader: */ static void update_tcs_constants(struct st_context *st ) { struct st_tessctrl_program *tcp = st->tcp; struct gl_program_parameter_list *params; if (tcp) { params = tcp->Base.Base.Parameters; st_upload_constants( st, params, PIPE_SHADER_TESS_CTRL ); } } const struct st_tracked_state st_update_tcs_constants = { "st_update_tcs_constants", /* name */ { /* dirty */ _NEW_PROGRAM_CONSTANTS, /* mesa */ ST_NEW_TESSCTRL_PROGRAM, /* st */ }, update_tcs_constants /* update */ }; /* Tessellation evaluation shader: */ static void update_tes_constants(struct st_context *st ) { struct st_tesseval_program *tep = st->tep; struct gl_program_parameter_list *params; if (tep) { params = tep->Base.Base.Parameters; st_upload_constants( st, params, PIPE_SHADER_TESS_EVAL ); } } const struct st_tracked_state st_update_tes_constants = { "st_update_tes_constants", /* name */ { /* dirty */ _NEW_PROGRAM_CONSTANTS, /* mesa */ ST_NEW_TESSEVAL_PROGRAM, /* st */ }, update_tes_constants /* update */ }; /* Compute shader: */ static void update_cs_constants(struct st_context *st ) { struct st_compute_program *cp = st->cp; struct gl_program_parameter_list *params; if (cp) { params = cp->Base.Base.Parameters; st_upload_constants( st, params, PIPE_SHADER_COMPUTE ); } } const struct st_tracked_state st_update_cs_constants = { "st_update_cs_constants", /* name */ { /* dirty */ _NEW_PROGRAM_CONSTANTS, /* mesa */ ST_NEW_COMPUTE_PROGRAM, /* st */ }, update_cs_constants /* update */ }; static void st_bind_ubos(struct st_context *st, struct gl_linked_shader *shader, unsigned shader_type) { unsigned i; struct pipe_constant_buffer cb = { 0 }; if (!shader) return; for (i = 0; i < shader->NumUniformBlocks; i++) { struct gl_uniform_buffer_binding *binding; struct st_buffer_object *st_obj; binding = &st->ctx->UniformBufferBindings[shader->UniformBlocks[i]->Binding]; st_obj = st_buffer_object(binding->BufferObject); cb.buffer = st_obj->buffer; 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; } cso_set_constant_buffer(st->cso_context, shader_type, 1 + i, &cb); } } static void bind_vs_ubos(struct st_context *st) { struct gl_shader_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; if (!prog) return; st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX); } const struct st_tracked_state st_bind_vs_ubos = { "st_bind_vs_ubos", { 0, ST_NEW_VERTEX_PROGRAM | ST_NEW_UNIFORM_BUFFER, }, bind_vs_ubos }; static void bind_fs_ubos(struct st_context *st) { struct gl_shader_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; if (!prog) return; st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT); } const struct st_tracked_state st_bind_fs_ubos = { "st_bind_fs_ubos", { 0, ST_NEW_FRAGMENT_PROGRAM | ST_NEW_UNIFORM_BUFFER, }, bind_fs_ubos }; static void bind_gs_ubos(struct st_context *st) { struct gl_shader_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; if (!prog) return; st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY], PIPE_SHADER_GEOMETRY); } const struct st_tracked_state st_bind_gs_ubos = { "st_bind_gs_ubos", { 0, ST_NEW_GEOMETRY_PROGRAM | ST_NEW_UNIFORM_BUFFER, }, bind_gs_ubos }; static void bind_tcs_ubos(struct st_context *st) { struct gl_shader_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; if (!prog) return; st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL], PIPE_SHADER_TESS_CTRL); } const struct st_tracked_state st_bind_tcs_ubos = { "st_bind_tcs_ubos", { 0, ST_NEW_TESSCTRL_PROGRAM | ST_NEW_UNIFORM_BUFFER, }, bind_tcs_ubos }; static void bind_tes_ubos(struct st_context *st) { struct gl_shader_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; if (!prog) return; st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL], PIPE_SHADER_TESS_EVAL); } const struct st_tracked_state st_bind_tes_ubos = { "st_bind_tes_ubos", { 0, ST_NEW_TESSEVAL_PROGRAM | ST_NEW_UNIFORM_BUFFER, }, bind_tes_ubos }; static void bind_cs_ubos(struct st_context *st) { struct gl_shader_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; if (!prog) return; st_bind_ubos(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE], PIPE_SHADER_COMPUTE); } const struct st_tracked_state st_bind_cs_ubos = { "st_bind_cs_ubos", { 0, ST_NEW_COMPUTE_PROGRAM | ST_NEW_UNIFORM_BUFFER, }, bind_cs_ubos };