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st/mesa/glsl/i965: move ImageUnits and ImageAccess fields to gl_program
[android-x86/external-mesa.git] / src / mesa / state_tracker / st_atom_image.c
1 /**************************************************************************
2  *
3  * Copyright 2016 Ilia Mirkin. All Rights Reserved.
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14  * next paragraph) shall be included in all copies or substantial portions
15  * of the Software.
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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_linked_shader *shader,
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 (!shader || !st->pipe->set_shader_images)
56       return;
57
58    c = &st->ctx->Const.Program[shader->Stage];
59
60    for (i = 0; i < shader->NumImages; i++) {
61       struct gl_image_unit *u =
62          &st->ctx->ImageUnits[shader->Program->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) ||
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, shader->NumImages,
122                          images);
123    /* clear out any stale shader images */
124    if (shader->NumImages < c->MaxImageUniforms)
125       cso_set_shader_images(
126             st->cso_context, shader_type,
127             shader->NumImages,
128             c->MaxImageUniforms - shader->NumImages,
129             NULL);
130 }
131
132 static void bind_vs_images(struct st_context *st)
133 {
134    struct gl_shader_program *prog =
135       st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
136
137    if (!prog)
138       return;
139
140    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX);
141 }
142
143 const struct st_tracked_state st_bind_vs_images = {
144    bind_vs_images
145 };
146
147 static void bind_fs_images(struct st_context *st)
148 {
149    struct gl_shader_program *prog =
150       st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
151
152    if (!prog)
153       return;
154
155    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT);
156 }
157
158 const struct st_tracked_state st_bind_fs_images = {
159    bind_fs_images
160 };
161
162 static void bind_gs_images(struct st_context *st)
163 {
164    struct gl_shader_program *prog =
165       st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
166
167    if (!prog)
168       return;
169
170    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY], PIPE_SHADER_GEOMETRY);
171 }
172
173 const struct st_tracked_state st_bind_gs_images = {
174    bind_gs_images
175 };
176
177 static void bind_tcs_images(struct st_context *st)
178 {
179    struct gl_shader_program *prog =
180       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
181
182    if (!prog)
183       return;
184
185    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL], PIPE_SHADER_TESS_CTRL);
186 }
187
188 const struct st_tracked_state st_bind_tcs_images = {
189    bind_tcs_images
190 };
191
192 static void bind_tes_images(struct st_context *st)
193 {
194    struct gl_shader_program *prog =
195       st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
196
197    if (!prog)
198       return;
199
200    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL], PIPE_SHADER_TESS_EVAL);
201 }
202
203 const struct st_tracked_state st_bind_tes_images = {
204    bind_tes_images
205 };
206
207 static void bind_cs_images(struct st_context *st)
208 {
209    struct gl_shader_program *prog =
210       st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
211
212    if (!prog)
213       return;
214
215    st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE], PIPE_SHADER_COMPUTE);
216 }
217
218 const struct st_tracked_state st_bind_cs_images = {
219    bind_cs_images
220 };