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/**************************************************************************
*
* 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_atomics(struct st_context *st, struct gl_program *prog,
enum pipe_shader_type shader_type)
{
unsigned i;
if (!prog || !st->pipe->set_shader_buffers)
return;
for (i = 0; i < prog->sh.data->NumAtomicBuffers; i++) {
struct gl_active_atomic_buffer *atomic =
&prog->sh.data->AtomicBuffers[i];
struct gl_atomic_buffer_binding *binding =
&st->ctx->AtomicBufferBindings[atomic->Binding];
struct st_buffer_object *st_obj =
st_buffer_object(binding->BufferObject);
struct pipe_shader_buffer sb = { 0 };
if (st_obj && st_obj->buffer) {
sb.buffer = st_obj->buffer;
sb.buffer_offset = binding->Offset;
sb.buffer_size = st_obj->buffer->width0 - binding->Offset;
}
st->pipe->set_shader_buffers(st->pipe, shader_type,
atomic->Binding, 1, &sb);
}
}
void
st_bind_vs_atomics(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
st_bind_atomics(st, prog, PIPE_SHADER_VERTEX);
}
void
st_bind_fs_atomics(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
st_bind_atomics(st, prog, PIPE_SHADER_FRAGMENT);
}
void
st_bind_gs_atomics(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
st_bind_atomics(st, prog, PIPE_SHADER_GEOMETRY);
}
void
st_bind_tcs_atomics(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
st_bind_atomics(st, prog, PIPE_SHADER_TESS_CTRL);
}
void
st_bind_tes_atomics(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
st_bind_atomics(st, prog, PIPE_SHADER_TESS_EVAL);
}
void
st_bind_cs_atomics(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
st_bind_atomics(st, prog, PIPE_SHADER_COMPUTE);
}
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