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 "st_debug.h"
45#include "st_context.h"
46#include "st_atom.h"
47#include "st_atom_constbuf.h"
48#include "st_program.h"
49#include "st_cb_bufferobjects.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         /* fetch_state always stores 4 components (16 bytes) per matrix row,
126          * but matrix rows are sometimes allocated partially, so add 12
127          * to compensate for the fetch_state defect.
128          */
129         u_upload_alloc(pipe->const_uploader, 0, paramBytes + 12, 64,
130                        &cb.buffer_offset, &cb.buffer, (void**)&ptr);
131
132         int uniform_bytes = params->UniformBytes;
133         if (uniform_bytes)
134            memcpy(ptr, params->ParameterValues, uniform_bytes);
135
136         /* Upload the constants which come from fixed-function state, such as
137          * transformation matrices, fog factors, etc.
138          */
139         if (params->StateFlags)
140            _mesa_upload_state_parameters(st->ctx, params, ptr);
141
142         u_upload_unmap(pipe->const_uploader);
143         pipe->set_constant_buffer(pipe, shader_type, 0, true, &cb);
144
145         /* Set inlinable constants. This is more involved because state
146          * parameters are uploaded directly above instead of being loaded
147          * into gl_program_parameter_list. The easiest way to get their values
148          * is to load them.
149          */
150         unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
151         if (num_inlinable_uniforms) {
152            uint32_t values[MAX_INLINABLE_UNIFORMS];
153            gl_constant_value *constbuf = params->ParameterValues;
154            bool loaded_state_vars = false;
155
156            for (unsigned i = 0; i < num_inlinable_uniforms; i++) {
157               unsigned dw_offset = prog->info.inlinable_uniform_dw_offsets[i];
158
159               if (dw_offset * 4 >= uniform_bytes && !loaded_state_vars) {
160                  _mesa_load_state_parameters(st->ctx, params);
161                  loaded_state_vars = true;
162               }
163
164               values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
165            }
166
167            pipe->set_inlinable_constants(pipe, shader_type,
168                                          prog->info.num_inlinable_uniforms,
169                                          values);
170         }
171      } else {
172         struct pipe_context *pipe = st->pipe;
173
174         cb.user_buffer = params->ParameterValues;
175
176         /* Update the constants which come from fixed-function state, such as
177          * transformation matrices, fog factors, etc.
178          */
179         if (params->StateFlags)
180            _mesa_load_state_parameters(st->ctx, params);
181
182         pipe->set_constant_buffer(pipe, shader_type, 0, false, &cb);
183
184         /* Set inlinable constants. */
185         unsigned num_inlinable_uniforms = prog->info.num_inlinable_uniforms;
186         if (num_inlinable_uniforms) {
187            uint32_t values[MAX_INLINABLE_UNIFORMS];
188            gl_constant_value *constbuf = params->ParameterValues;
189
190            for (unsigned i = 0; i < num_inlinable_uniforms; i++)
191               values[i] = constbuf[prog->info.inlinable_uniform_dw_offsets[i]].u;
192
193            pipe->set_inlinable_constants(pipe, shader_type,
194                                          prog->info.num_inlinable_uniforms,
195                                          values);
196         }
197      }
198
199      st->state.constbuf0_enabled_shader_mask |= 1 << shader_type;
200   } else {
201      st_unbind_unused_cb0(st, shader_type);
202   }
203}
204
205
206/**
207 * Vertex shader:
208 */
209void
210st_update_vs_constants(struct st_context *st)
211{
212   st_upload_constants(st, &st->vp->Base, MESA_SHADER_VERTEX);
213}
214
215/**
216 * Fragment shader:
217 */
218void
219st_update_fs_constants(struct st_context *st)
220{
221   st_upload_constants(st, &st->fp->Base, MESA_SHADER_FRAGMENT);
222}
223
224
225/* Geometry shader:
226 */
227void
228st_update_gs_constants(struct st_context *st)
229{
230   st_upload_constants(st, st->gp ? &st->gp->Base : NULL, MESA_SHADER_GEOMETRY);
231}
232
233/* Tessellation control shader:
234 */
235void
236st_update_tcs_constants(struct st_context *st)
237{
238   st_upload_constants(st, st->tcp ? &st->tcp->Base : NULL, MESA_SHADER_TESS_CTRL);
239}
240
241/* Tessellation evaluation shader:
242 */
243void
244st_update_tes_constants(struct st_context *st)
245{
246   st_upload_constants(st, st->tep ? &st->tep->Base : NULL, MESA_SHADER_TESS_EVAL);
247}
248
249/* Compute shader:
250 */
251void
252st_update_cs_constants(struct st_context *st)
253{
254   st_upload_constants(st, st->cp ? &st->cp->Base : NULL, MESA_SHADER_COMPUTE);
255}
256
257static void
258st_bind_ubos(struct st_context *st, struct gl_program *prog,
259             enum pipe_shader_type shader_type)
260{
261   unsigned i;
262   struct pipe_constant_buffer cb = { 0 };
263
264   if (!prog)
265      return;
266
267   struct pipe_context *pipe = st->pipe;
268
269   for (i = 0; i < prog->sh.NumUniformBlocks; i++) {
270      struct gl_buffer_binding *binding;
271
272      binding =
273         &st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
274
275      cb.buffer = st_get_buffer_reference(st->ctx, binding->BufferObject);
276
277      if (cb.buffer) {
278         cb.buffer_offset = binding->Offset;
279         cb.buffer_size = cb.buffer->width0 - binding->Offset;
280
281         /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
282          * Take the minimum just to be sure.
283          */
284         if (!binding->AutomaticSize)
285            cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
286      }
287      else {
288         cb.buffer_offset = 0;
289         cb.buffer_size = 0;
290      }
291
292      pipe->set_constant_buffer(pipe, shader_type, 1 + i, true, &cb);
293   }
294}
295
296void
297st_bind_vs_ubos(struct st_context *st)
298{
299   struct gl_program *prog =
300      st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
301
302   st_bind_ubos(st, prog, PIPE_SHADER_VERTEX);
303}
304
305void
306st_bind_fs_ubos(struct st_context *st)
307{
308   struct gl_program *prog =
309      st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
310
311   st_bind_ubos(st, prog, PIPE_SHADER_FRAGMENT);
312}
313
314void
315st_bind_gs_ubos(struct st_context *st)
316{
317   struct gl_program *prog =
318      st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
319
320   st_bind_ubos(st, prog, PIPE_SHADER_GEOMETRY);
321}
322
323void
324st_bind_tcs_ubos(struct st_context *st)
325{
326   struct gl_program *prog =
327      st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
328
329   st_bind_ubos(st, prog, PIPE_SHADER_TESS_CTRL);
330}
331
332void
333st_bind_tes_ubos(struct st_context *st)
334{
335   struct gl_program *prog =
336      st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
337
338   st_bind_ubos(st, prog, PIPE_SHADER_TESS_EVAL);
339}
340
341void
342st_bind_cs_ubos(struct st_context *st)
343{
344   struct gl_program *prog =
345      st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
346
347   st_bind_ubos(st, prog, PIPE_SHADER_COMPUTE);
348}
349