Esempio n. 1
0
static void
st_bind_images(struct st_context *st, struct gl_program *prog,
               enum pipe_shader_type shader_type)
{
   unsigned i;
   struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
   struct gl_program_constants *c;

   if (!prog || !st->pipe->set_shader_images)
      return;

   c = &st->ctx->Const.Program[prog->info.stage];

   for (i = 0; i < prog->info.num_images; i++) {
      struct pipe_image_view *img = &images[i];

      st_convert_image_from_unit(st, img, prog->sh.ImageUnits[i]);
   }
   cso_set_shader_images(st->cso_context, shader_type, 0,
                         prog->info.num_images, images);
   /* clear out any stale shader images */
   if (prog->info.num_images < c->MaxImageUniforms)
      cso_set_shader_images(
            st->cso_context, shader_type, prog->info.num_images,
            c->MaxImageUniforms - prog->info.num_images, NULL);
}
Esempio n. 2
0
static void
st_bind_images(struct st_context *st, struct gl_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;
         unsigned f, n;
         const struct util_format_description *desc
            = util_format_description(img->format);

         base = stObj->base.BufferOffset;
         assert(base < stObj->pt->width0);
         size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);

         f = (base / (desc->block.bits / 8)) * desc->block.width;
         n = (size / (desc->block.bits / 8)) * desc->block.width;
         assert(n > 0);
         img->u.buf.first_element = f;
         img->u.buf.last_element  = f + (n - 1);
      } 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);
}