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/**************************************************************************
*
* 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 <keithw@vmware.com>
* Brian Paul
*/
#include "main/imports.h"
#include "program/prog_parameter.h"
#include "program/prog_print.h"
#include "main/shaderapi.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.
*/
void st_upload_constants(struct st_context *st, struct gl_program *prog)
{
gl_shader_stage stage = prog->info.stage;
struct gl_program_parameter_list *params = prog->Parameters;
enum pipe_shader_type shader_type = st_shader_stage_to_ptarget(stage);
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);
_mesa_shader_write_subroutine_indices(st->ctx, stage);
/* 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->has_user_constbuf) {
cb.buffer = NULL;
cb.user_buffer = NULL;
u_upload_data(st->pipe->const_uploader, 0, paramBytes,
st->ctx->Const.UniformBufferOffsetAlignment,
params->ParameterValues, &cb.buffer_offset, &cb.buffer);
u_upload_unmap(st->pipe->const_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:
*/
void st_update_vs_constants(struct st_context *st )
{
st_upload_constants(st, &st->vp->Base);
}
/**
* Fragment shader:
*/
void st_update_fs_constants(struct st_context *st )
{
st_upload_constants(st, &st->fp->Base);
}
/* Geometry shader:
*/
void st_update_gs_constants(struct st_context *st )
{
struct st_common_program *gp = st->gp;
if (gp)
st_upload_constants(st, &gp->Base);
}
/* Tessellation control shader:
*/
void st_update_tcs_constants(struct st_context *st )
{
struct st_common_program *tcp = st->tcp;
if (tcp)
st_upload_constants(st, &tcp->Base);
}
/* Tessellation evaluation shader:
*/
void st_update_tes_constants(struct st_context *st )
{
struct st_common_program *tep = st->tep;
if (tep)
st_upload_constants(st, &tep->Base);
}
/* Compute shader:
*/
void st_update_cs_constants(struct st_context *st )
{
struct st_compute_program *cp = st->cp;
if (cp)
st_upload_constants(st, &cp->Base);
}
static void st_bind_ubos(struct st_context *st, struct gl_program *prog,
unsigned shader_type)
{
unsigned i;
struct pipe_constant_buffer cb = { 0 };
if (!prog)
return;
for (i = 0; i < prog->info.num_ubos; i++) {
struct gl_uniform_buffer_binding *binding;
struct st_buffer_object *st_obj;
binding =
&st->ctx->UniformBufferBindings[prog->sh.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);
}
}
void st_bind_vs_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
st_bind_ubos(st, prog, PIPE_SHADER_VERTEX);
}
void st_bind_fs_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT);
}
void st_bind_gs_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY);
}
void st_bind_tcs_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL);
}
void st_bind_tes_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL);
}
void st_bind_cs_ubos(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE);
}
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