/************************************************************************** * * Copyright 2016 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 "main/shaderimage.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 "cso_cache/cso_context.h" #include "st_cb_texture.h" #include "st_debug.h" #include "st_texture.h" #include "st_context.h" #include "st_atom.h" #include "st_program.h" #include "st_format.h" /** * Convert a gl_image_unit object to a pipe_image_view object. */ void st_convert_image(const struct st_context *st, const struct gl_image_unit *u, struct pipe_image_view *img) { struct st_texture_object *stObj = st_texture_object(u->TexObj); img->resource = stObj->pt; img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat); switch (u->Access) { case GL_READ_ONLY: img->access = PIPE_IMAGE_ACCESS_READ; break; case GL_WRITE_ONLY: img->access = PIPE_IMAGE_ACCESS_WRITE; break; case GL_READ_WRITE: img->access = PIPE_IMAGE_ACCESS_READ_WRITE; break; default: unreachable("bad gl_image_unit::Access"); } if (stObj->pt->target == PIPE_BUFFER) { unsigned base, size; base = stObj->base.BufferOffset; assert(base < stObj->pt->width0); size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize); img->u.buf.offset = base; img->u.buf.size = size; } else { img->u.tex.level = u->Level + stObj->base.MinLevel; if (stObj->pt->target == PIPE_TEXTURE_3D) { if (u->Layered) { img->u.tex.first_layer = 0; img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1; } else { img->u.tex.first_layer = u->_Layer; img->u.tex.last_layer = u->_Layer; } } else { img->u.tex.first_layer = u->_Layer + stObj->base.MinLayer; img->u.tex.last_layer = u->_Layer + stObj->base.MinLayer; if (u->Layered && img->resource->array_size > 1) { if (stObj->base.Immutable) img->u.tex.last_layer += stObj->base.NumLayers - 1; else img->u.tex.last_layer += img->resource->array_size - 1; } } } } static void st_bind_images(struct st_context *st, struct gl_program *prog, enum pipe_shader_type shader_type) { unsigned i; struct pipe_image_view images[MAX_IMAGE_UNIFORMS]; struct gl_program_constants *c; if (!prog || !st->pipe->set_shader_images) return; c = &st->ctx->Const.Program[prog->info.stage]; for (i = 0; i < prog->info.num_images; i++) { struct gl_image_unit *u = &st->ctx->ImageUnits[prog->sh.ImageUnits[i]]; struct st_texture_object *stObj = st_texture_object(u->TexObj); struct pipe_image_view *img = &images[i]; if (!_mesa_is_image_unit_valid(st->ctx, u) || !st_finalize_texture(st->ctx, st->pipe, u->TexObj, 0) || !stObj->pt) { memset(img, 0, sizeof(*img)); continue; } st_convert_image(st, u, img); } cso_set_shader_images(st->cso_context, shader_type, 0, prog->info.num_images, images); /* clear out any stale shader images */ if (prog->info.num_images < c->MaxImageUniforms) cso_set_shader_images( st->cso_context, shader_type, prog->info.num_images, c->MaxImageUniforms - prog->info.num_images, NULL); } void st_bind_vs_images(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; st_bind_images(st, prog, PIPE_SHADER_VERTEX); } void st_bind_fs_images(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; st_bind_images(st, prog, PIPE_SHADER_FRAGMENT); } void st_bind_gs_images(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; st_bind_images(st, prog, PIPE_SHADER_GEOMETRY); } void st_bind_tcs_images(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; st_bind_images(st, prog, PIPE_SHADER_TESS_CTRL); } void st_bind_tes_images(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; st_bind_images(st, prog, PIPE_SHADER_TESS_EVAL); } void st_bind_cs_images(struct st_context *st) { struct gl_program *prog = st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; st_bind_images(st, prog, PIPE_SHADER_COMPUTE); }