1/**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28/*
29 * Authors:
30 *   Keith Whitwell <keithw@vmware.com>
31 *   Brian Paul
32 */
33
34
35#include "program/prog_parameter.h"
36#include "program/prog_print.h"
37#include "main/shaderapi.h"
38#include "pipe/p_context.h"
39#include "pipe/p_defines.h"
40#include "util/u_inlines.h"
41#include "util/u_upload_mgr.h"
42#include "cso_cache/cso_context.h"
43
44#include "main/bufferobj.h"
45#include "st_debug.h"
46#include "st_context.h"
47#include "st_atom.h"
48#include "st_atom_constbuf.h"
49#include "st_program.h"
50
51/* Unbinds the CB0 if it's not used by the current program to avoid leaving
52 * dangling pointers to old (potentially deleted) shaders in the driver.
53 */
54static void
55st_unbind_unused_cb0(struct st_context *st, enum pipe_shader_type shader_type)
56{
57   if (st->state.constbuf0_enabled_shader_mask & (1 << shader_type)) {
58      struct pipe_context *pipe = st->pipe;
59
60      pipe->set_constant_buffer(pipe, shader_type, 0, false, NULL);
61      st->state.constbuf0_enabled_shader_mask &= ~(1 << shader_type);
62   }
63}
64
65/**
66 * Pass the given program parameters to the graphics pipe as a
67 * constant buffer.
68 */
69void
70st_upload_constants(struct st_context *st, struct gl_program *prog, gl_shader_stage stage)
71{
72   enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage);
73   if (!prog) {
74      st_unbind_unused_cb0(st, shader_type);
75      return;
76   }
77
78   struct gl_program_parameter_list *params = prog->Parameters;
79
80   assert(shader_type == PIPE_SHADER_VERTEX ||
81          shader_type == PIPE_SHADER_FRAGMENT ||
82          shader_type == PIPE_SHADER_GEOMETRY ||
83          shader_type == PIPE_SHADER_TESS_CTRL ||
84          shader_type == PIPE_SHADER_TESS_EVAL ||
85          shader_type == PIPE_SHADER_COMPUTE);
86
87   /* update the ATI constants before rendering */
88   if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) {
89      struct ati_fragment_shader *ati_fs = st->fp->ati_fs;
90      unsigned c;
91
92      for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) {
93         unsigned offset = params->Parameters[c].ValueOffset;
94         if (ati_fs->LocalConstDef & (1 << c))
95            memcpy(params->ParameterValues + offset,
96                   ati_fs->Constants[c], sizeof(GLfloat) * 4);
97         else
98            memcpy(params->ParameterValues + offset,
99                   st->ctx->ATIFragmentShader.GlobalConstants[c],
100                   sizeof(GLfloat) * 4);
101      }
102   }
103
104   /* Make all bindless samplers/images bound texture/image units resident in
105    * the context.
106    */
107   st_make_bound_samplers_resident(st, prog);
108   st_make_bound_images_resident(st, prog);
109
110   /* update constants */
111   if (params && params->NumParameters) {
112      struct pipe_constant_buffer cb;
113      const uint paramBytes = params->NumParameterValues * sizeof(GLfloat);
114
115      _mesa_shader_write_subroutine_indices(st->ctx, stage);
116
117      cb.buffer = NULL;
118      cb.user_buffer = NULL;
119      cb.buffer_offset = 0;
120      cb.buffer_size = paramBytes;
121
122      if (st->prefer_real_buffer_in_constbuf0) {
123         struct pipe_context *pipe = st->pipe;
124         uint32_t *ptr;
125
126         const unsigned alignment = MAX2(
127            st->ctx->Const.UniformBufferOffsetAlignment, 64);
128
129         /* fetch_state always stores 4 components (16 bytes) per matrix row,
130          * but matrix rows are sometimes allocated partially, so add 12
131          * to compensate for the fetch_state defect.
132          */
133         u_upload_alloc(pipe->const_uploader, 0, paramBytes + 12,
134            alignment, &cb.buffer_offset, &cb.buffer, (void**)&ptr);
135
136         int uniform_bytes = params->UniformBytes;
137         if (uniform_bytes)
138            memcpy(ptr, params->ParameterValues, uniform_bytes);
139
140         /* Upload the constants which come from fixed-function state, such as
141          * transformation matrices, fog factors, etc.
142          */
143         if (params->StateFlags)
144            _mesa_upload_state_parameters(st->ctx, params, ptr);
145
146         u_upload_unmap(pipe->const_uploader);
147         pipe->set_constant_buffer(pipe, shader_type, 0, true, &cb);
148
149         /* Set inlinable constants. This is more involved because state
150          * parameters are uploaded directly above instead of being loaded
151          * into gl_program_parameter_list. The easiest way to get their values
152          * is to load them.
153          */
154         unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
155         if (num_inlinable_uniforms) {
156            uint32_t values[MAX_INLINABLE_UNIFORMS];
157            gl_constant_value *constbuf = params->ParameterValues;
158            bool loaded_state_vars = false;
159
160            for (unsigned i = 0; i < num_inlinable_uniforms; i++) {
161               unsigned dw_offset = prog->info.inlinable_uniform_dw_offsets[i];
162
163               if (dw_offset * 4 >= uniform_bytes && !loaded_state_vars) {
164                  _mesa_load_state_parameters(st->ctx, params);
165                  loaded_state_vars = true;
166               }
167
168               values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
169            }
170
171            pipe->set_inlinable_constants(pipe, shader_type,
172                                          prog->info.num_inlinable_uniforms,
173                                          values);
174         }
175      } else {
176         struct pipe_context *pipe = st->pipe;
177
178         cb.user_buffer = params->ParameterValues;
179
180         /* Update the constants which come from fixed-function state, such as
181          * transformation matrices, fog factors, etc.
182          */
183         if (params->StateFlags)
184            _mesa_load_state_parameters(st->ctx, params);
185
186         pipe->set_constant_buffer(pipe, shader_type, 0, false, &cb);
187
188         /* Set inlinable constants. */
189         unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
190         if (num_inlinable_uniforms) {
191            uint32_t values[MAX_INLINABLE_UNIFORMS];
192            gl_constant_value *constbuf = params->ParameterValues;
193
194            for (unsigned i = 0; i < num_inlinable_uniforms; i++)
195               values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
196
197            pipe->set_inlinable_constants(pipe, shader_type,
198                                          prog->info.num_inlinable_uniforms,
199                                          values);
200         }
201      }
202
203      st->state.constbuf0_enabled_shader_mask |= 1 << shader_type;
204   } else {
205      st_unbind_unused_cb0(st, shader_type);
206   }
207}
208
209
210/**
211 * Vertex shader:
212 */
213void
214st_update_vs_constants(struct st_context *st)
215{
216   st_upload_constants(st, st->vp, MESA_SHADER_VERTEX);
217}
218
219/**
220 * Fragment shader:
221 */
222void
223st_update_fs_constants(struct st_context *st)
224{
225   st_upload_constants(st, st->fp, MESA_SHADER_FRAGMENT);
226}
227
228
229/* Geometry shader:
230 */
231void
232st_update_gs_constants(struct st_context *st)
233{
234   st_upload_constants(st, st->gp, MESA_SHADER_GEOMETRY);
235}
236
237/* Tessellation control shader:
238 */
239void
240st_update_tcs_constants(struct st_context *st)
241{
242   st_upload_constants(st, st->tcp, MESA_SHADER_TESS_CTRL);
243}
244
245/* Tessellation evaluation shader:
246 */
247void
248st_update_tes_constants(struct st_context *st)
249{
250   st_upload_constants(st, st->tep, MESA_SHADER_TESS_EVAL);
251}
252
253/* Compute shader:
254 */
255void
256st_update_cs_constants(struct st_context *st)
257{
258   st_upload_constants(st, st->cp, MESA_SHADER_COMPUTE);
259}
260
261static void
262st_bind_ubos(struct st_context *st, struct gl_program *prog,
263             enum pipe_shader_type shader_type)
264{
265   unsigned i;
266   struct pipe_constant_buffer cb = { 0 };
267
268   if (!prog)
269      return;
270
271   struct pipe_context *pipe = st->pipe;
272
273   for (i = 0; i < prog->sh.NumUniformBlocks; i++) {
274      struct gl_buffer_binding *binding;
275
276      binding =
277         &st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
278
279      cb.buffer = _mesa_get_bufferobj_reference(st->ctx, binding->BufferObject);
280
281      if (cb.buffer) {
282         cb.buffer_offset = binding->Offset;
283         cb.buffer_size = cb.buffer->width0 - binding->Offset;
284
285         /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
286          * Take the minimum just to be sure.
287          */
288         if (!binding->AutomaticSize)
289            cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
290      }
291      else {
292         cb.buffer_offset = 0;
293         cb.buffer_size = 0;
294      }
295
296      pipe->set_constant_buffer(pipe, shader_type, 1 + i, true, &cb);
297   }
298}
299
300void
301st_bind_vs_ubos(struct st_context *st)
302{
303   struct gl_program *prog =
304      st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
305
306   st_bind_ubos(st, prog, PIPE_SHADER_VERTEX);
307}
308
309void
310st_bind_fs_ubos(struct st_context *st)
311{
312   struct gl_program *prog =
313      st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
314
315   st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT);
316}
317
318void
319st_bind_gs_ubos(struct st_context *st)
320{
321   struct gl_program *prog =
322      st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
323
324   st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY);
325}
326
327void
328st_bind_tcs_ubos(struct st_context *st)
329{
330   struct gl_program *prog =
331      st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
332
333   st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL);
334}
335
336void
337st_bind_tes_ubos(struct st_context *st)
338{
339   struct gl_program *prog =
340      st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
341
342   st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL);
343}
344
345void
346st_bind_cs_ubos(struct st_context *st)
347{
348   struct gl_program *prog =
349      st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
350
351   st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE);
352}
353