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      1 /**************************************************************************
      2  *
      3  * Copyright 2016 Ilia Mirkin. All Rights Reserved.
      4  *
      5  * Permission is hereby granted, free of charge, to any person obtaining a
      6  * copy of this software and associated documentation files (the
      7  * "Software"), to deal in the Software without restriction, including
      8  * without limitation the rights to use, copy, modify, merge, publish,
      9  * distribute, sub license, and/or sell copies of the Software, and to
     10  * permit persons to whom the Software is furnished to do so, subject to
     11  * the following conditions:
     12  *
     13  * The above copyright notice and this permission notice (including the
     14  * next paragraph) shall be included in all copies or substantial portions
     15  * of the Software.
     16  *
     17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     19  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
     20  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
     21  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
     22  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
     23  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     24  *
     25  **************************************************************************/
     26 
     27 #include "main/imports.h"
     28 #include "main/shaderimage.h"
     29 #include "program/prog_parameter.h"
     30 #include "program/prog_print.h"
     31 #include "compiler/glsl/ir_uniform.h"
     32 
     33 #include "pipe/p_context.h"
     34 #include "pipe/p_defines.h"
     35 #include "util/u_inlines.h"
     36 #include "util/u_surface.h"
     37 #include "cso_cache/cso_context.h"
     38 
     39 #include "st_cb_texture.h"
     40 #include "st_debug.h"
     41 #include "st_texture.h"
     42 #include "st_context.h"
     43 #include "st_atom.h"
     44 #include "st_program.h"
     45 #include "st_format.h"
     46 
     47 static void
     48 st_bind_images(struct st_context *st, struct gl_program *prog,
     49                enum pipe_shader_type shader_type)
     50 {
     51    unsigned i;
     52    struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
     53    struct gl_program_constants *c;
     54 
     55    if (!prog || !st->pipe->set_shader_images)
     56       return;
     57 
     58    c = &st->ctx->Const.Program[prog->info.stage];
     59 
     60    for (i = 0; i < prog->info.num_images; i++) {
     61       struct gl_image_unit *u =
     62          &st->ctx->ImageUnits[prog->sh.ImageUnits[i]];
     63       struct st_texture_object *stObj = st_texture_object(u->TexObj);
     64       struct pipe_image_view *img = &images[i];
     65 
     66       if (!_mesa_is_image_unit_valid(st->ctx, u) ||
     67           !st_finalize_texture(st->ctx, st->pipe, u->TexObj, 0) ||
     68           !stObj->pt) {
     69          memset(img, 0, sizeof(*img));
     70          continue;
     71       }
     72 
     73       img->resource = stObj->pt;
     74       img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat);
     75 
     76       switch (u->Access) {
     77       case GL_READ_ONLY:
     78          img->access = PIPE_IMAGE_ACCESS_READ;
     79          break;
     80       case GL_WRITE_ONLY:
     81          img->access = PIPE_IMAGE_ACCESS_WRITE;
     82          break;
     83       case GL_READ_WRITE:
     84          img->access = PIPE_IMAGE_ACCESS_READ_WRITE;
     85          break;
     86       default:
     87          unreachable("bad gl_image_unit::Access");
     88       }
     89 
     90       if (stObj->pt->target == PIPE_BUFFER) {
     91          unsigned base, size;
     92 
     93          base = stObj->base.BufferOffset;
     94          assert(base < stObj->pt->width0);
     95          size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
     96 
     97          img->u.buf.offset = base;
     98          img->u.buf.size = size;
     99       } else {
    100          img->u.tex.level = u->Level + stObj->base.MinLevel;
    101          if (stObj->pt->target == PIPE_TEXTURE_3D) {
    102             if (u->Layered) {
    103                img->u.tex.first_layer = 0;
    104                img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1;
    105             } else {
    106                img->u.tex.first_layer = u->_Layer;
    107                img->u.tex.last_layer = u->_Layer;
    108             }
    109          } else {
    110             img->u.tex.first_layer = u->_Layer + stObj->base.MinLayer;
    111             img->u.tex.last_layer = u->_Layer + stObj->base.MinLayer;
    112             if (u->Layered && img->resource->array_size > 1) {
    113                if (stObj->base.Immutable)
    114                   img->u.tex.last_layer += stObj->base.NumLayers - 1;
    115                else
    116                   img->u.tex.last_layer += img->resource->array_size - 1;
    117             }
    118          }
    119       }
    120    }
    121    cso_set_shader_images(st->cso_context, shader_type, 0,
    122                          prog->info.num_images, images);
    123    /* clear out any stale shader images */
    124    if (prog->info.num_images < c->MaxImageUniforms)
    125       cso_set_shader_images(
    126             st->cso_context, shader_type, prog->info.num_images,
    127             c->MaxImageUniforms - prog->info.num_images, NULL);
    128 }
    129 
    130 static void bind_vs_images(struct st_context *st)
    131 {
    132    struct gl_shader_program *prog =
    133       st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
    134 
    135    if (!prog || !prog->_LinkedShaders[MESA_SHADER_VERTEX])
    136       return;
    137 
    138    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program, PIPE_SHADER_VERTEX);
    139 }
    140 
    141 const struct st_tracked_state st_bind_vs_images = {
    142    bind_vs_images
    143 };
    144 
    145 static void bind_fs_images(struct st_context *st)
    146 {
    147    struct gl_shader_program *prog =
    148       st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
    149 
    150    if (!prog || !prog->_LinkedShaders[MESA_SHADER_FRAGMENT])
    151       return;
    152 
    153    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program, PIPE_SHADER_FRAGMENT);
    154 }
    155 
    156 const struct st_tracked_state st_bind_fs_images = {
    157    bind_fs_images
    158 };
    159 
    160 static void bind_gs_images(struct st_context *st)
    161 {
    162    struct gl_shader_program *prog =
    163       st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
    164 
    165    if (!prog || !prog->_LinkedShaders[MESA_SHADER_GEOMETRY])
    166       return;
    167 
    168    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program, PIPE_SHADER_GEOMETRY);
    169 }
    170 
    171 const struct st_tracked_state st_bind_gs_images = {
    172    bind_gs_images
    173 };
    174 
    175 static void bind_tcs_images(struct st_context *st)
    176 {
    177    struct gl_shader_program *prog =
    178       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
    179 
    180    if (!prog || !prog->_LinkedShaders[MESA_SHADER_TESS_CTRL])
    181       return;
    182 
    183    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program, PIPE_SHADER_TESS_CTRL);
    184 }
    185 
    186 const struct st_tracked_state st_bind_tcs_images = {
    187    bind_tcs_images
    188 };
    189 
    190 static void bind_tes_images(struct st_context *st)
    191 {
    192    struct gl_shader_program *prog =
    193       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
    194 
    195    if (!prog || !prog->_LinkedShaders[MESA_SHADER_TESS_EVAL])
    196       return;
    197 
    198    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program, PIPE_SHADER_TESS_EVAL);
    199 }
    200 
    201 const struct st_tracked_state st_bind_tes_images = {
    202    bind_tes_images
    203 };
    204 
    205 static void bind_cs_images(struct st_context *st)
    206 {
    207    struct gl_shader_program *prog =
    208       st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
    209 
    210    if (!prog || !prog->_LinkedShaders[MESA_SHADER_COMPUTE])
    211       return;
    212 
    213    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE]->Program, PIPE_SHADER_COMPUTE);
    214 }
    215 
    216 const struct st_tracked_state st_bind_cs_images = {
    217    bind_cs_images
    218 };
    219