1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
|
/**************************************************************************
*
* 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"
static void
st_bind_images(struct st_context *st, struct gl_linked_shader *shader,
unsigned shader_type)
{
unsigned i;
struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
struct gl_program_constants *c;
if (!shader || !st->pipe->set_shader_images)
return;
c = &st->ctx->Const.Program[shader->Stage];
for (i = 0; i < shader->NumImages; i++) {
struct gl_image_unit *u = &st->ctx->ImageUnits[shader->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) ||
!stObj->pt) {
memset(img, 0, sizeof(*img));
continue;
}
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;
}
}
}
}
cso_set_shader_images(st->cso_context, shader_type, 0, shader->NumImages,
images);
/* clear out any stale shader images */
if (shader->NumImages < c->MaxImageUniforms)
cso_set_shader_images(
st->cso_context, shader_type,
shader->NumImages,
c->MaxImageUniforms - shader->NumImages,
NULL);
}
static void bind_vs_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX);
}
const struct st_tracked_state st_bind_vs_images = {
bind_vs_images
};
static void bind_fs_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT);
}
const struct st_tracked_state st_bind_fs_images = {
bind_fs_images
};
static void bind_gs_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY], PIPE_SHADER_GEOMETRY);
}
const struct st_tracked_state st_bind_gs_images = {
bind_gs_images
};
static void bind_tcs_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL], PIPE_SHADER_TESS_CTRL);
}
const struct st_tracked_state st_bind_tcs_images = {
bind_tcs_images
};
static void bind_tes_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL], PIPE_SHADER_TESS_EVAL);
}
const struct st_tracked_state st_bind_tes_images = {
bind_tes_images
};
static void bind_cs_images(struct st_context *st)
{
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
if (!prog)
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE], PIPE_SHADER_COMPUTE);
}
const struct st_tracked_state st_bind_cs_images = {
bind_cs_images
};
|