Пример #1
0
/**
 * Pass the given program parameters to the graphics pipe as a
 * constant buffer.
 * \param shader_type  either PIPE_SHADER_VERTEX or PIPE_SHADER_FRAGMENT
 */
void st_upload_constants( struct st_context *st,
                          struct gl_program_parameter_list *params,
                          unsigned shader_type)
{
   assert(shader_type == PIPE_SHADER_VERTEX ||
          shader_type == PIPE_SHADER_FRAGMENT ||
          shader_type == PIPE_SHADER_GEOMETRY ||
          shader_type == PIPE_SHADER_TESS_CTRL ||
          shader_type == PIPE_SHADER_TESS_EVAL);

   /* update constants */
   if (params && params->NumParameters) {
      struct pipe_constant_buffer cb;
      const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;

      /* Update the constants which come from fixed-function state, such as
       * transformation matrices, fog factors, etc.  The rest of the values in
       * the parameters list are explicitly set by the user with glUniform,
       * glProgramParameter(), etc.
       */
      if (params->StateFlags)
         _mesa_load_state_parameters(st->ctx, params);

      /* We always need to get a new buffer, to keep the drivers simple and
       * avoid gratuitous rendering synchronization.
       * Let's use a user buffer to avoid an unnecessary copy.
       */
      if (st->constbuf_uploader) {
         cb.buffer = NULL;
         cb.user_buffer = NULL;
         u_upload_data(st->constbuf_uploader, 0, paramBytes,
                       params->ParameterValues, &cb.buffer_offset, &cb.buffer);
         u_upload_unmap(st->constbuf_uploader);
      } else {
         cb.buffer = NULL;
         cb.user_buffer = params->ParameterValues;
         cb.buffer_offset = 0;
      }
      cb.buffer_size = paramBytes;

      if (ST_DEBUG & DEBUG_CONSTANTS) {
         debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n",
                      __func__, shader_type, params->NumParameters,
                      params->StateFlags);
         _mesa_print_parameter_list(params);
      }

      cso_set_constant_buffer(st->cso_context, shader_type, 0, &cb);
      pipe_resource_reference(&cb.buffer, NULL);

      st->state.constants[shader_type].ptr = params->ParameterValues;
      st->state.constants[shader_type].size = paramBytes;
   }
   else if (st->state.constants[shader_type].ptr) {
      /* Unbind. */
      st->state.constants[shader_type].ptr = NULL;
      st->state.constants[shader_type].size = 0;
      cso_set_constant_buffer(st->cso_context, shader_type, 0, NULL);
   }
}
Пример #2
0
void
cso_set_constant_buffer_resource(struct cso_context *cso,
                                 unsigned shader_stage,
                                 unsigned index,
                                 struct pipe_resource *buffer)
{
   if (buffer) {
      struct pipe_constant_buffer cb;
      cb.buffer = buffer;
      cb.buffer_offset = 0;
      cb.buffer_size = buffer->width0;
      cb.user_buffer = NULL;
      cso_set_constant_buffer(cso, shader_stage, index, &cb);
   } else {
      cso_set_constant_buffer(cso, shader_stage, index, NULL);
   }
}
Пример #3
0
void
cso_restore_constant_buffer_slot0(struct cso_context *cso,
                                     unsigned shader_stage)
{
   cso_set_constant_buffer(cso, shader_stage, 0,
                           &cso->aux_constbuf_saved[shader_stage]);
   pipe_resource_reference(&cso->aux_constbuf_saved[shader_stage].buffer,
                           NULL);
}
Пример #4
0
static void st_bind_ubos(struct st_context *st, struct gl_program *prog,
                         unsigned shader_type)
{
   unsigned i;
   struct pipe_constant_buffer cb = { 0 };

   if (!prog)
      return;

   for (i = 0; i < prog->info.num_ubos; i++) {
      struct gl_buffer_binding *binding;
      struct st_buffer_object *st_obj;

      binding =
         &st->ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
      st_obj = st_buffer_object(binding->BufferObject);

      cb.buffer = st_obj->buffer;

      if (cb.buffer) {
         cb.buffer_offset = binding->Offset;
         cb.buffer_size = cb.buffer->width0 - binding->Offset;

         /* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
          * Take the minimum just to be sure.
          */
         if (!binding->AutomaticSize)
            cb.buffer_size = MIN2(cb.buffer_size, (unsigned) binding->Size);
      }
      else {
         cb.buffer_offset = 0;
         cb.buffer_size = 0;
      }

      cso_set_constant_buffer(st->cso_context, shader_type, 1 + i, &cb);
   }
}
Пример #5
0
/**
 * Pass the given program parameters to the graphics pipe as a
 * constant buffer.
 */
void st_upload_constants(struct st_context *st, struct gl_program *prog)
{
   gl_shader_stage stage = prog->info.stage;
   struct gl_program_parameter_list *params = prog->Parameters;
   enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage);

   assert(shader_type == PIPE_SHADER_VERTEX ||
          shader_type == PIPE_SHADER_FRAGMENT ||
          shader_type == PIPE_SHADER_GEOMETRY ||
          shader_type == PIPE_SHADER_TESS_CTRL ||
          shader_type == PIPE_SHADER_TESS_EVAL ||
          shader_type == PIPE_SHADER_COMPUTE);

   /* update the ATI constants before rendering */
   if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) {
      struct ati_fragment_shader *ati_fs = st->fp->ati_fs;
      unsigned c;

      for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) {
         if (ati_fs->LocalConstDef & (1 << c))
            memcpy(params->ParameterValues[c],
                   ati_fs->Constants[c], sizeof(GLfloat) * 4);
         else
            memcpy(params->ParameterValues[c],
                   st->ctx->ATIFragmentShader.GlobalConstants[c], sizeof(GLfloat) * 4);
      }
   }

   /* Make all bindless samplers/images bound texture/image units resident in
    * the context.
    */
   st_make_bound_samplers_resident(st, prog);
   st_make_bound_images_resident(st, prog);

   /* update constants */
   if (params && params->NumParameters) {
      struct pipe_constant_buffer cb;
      const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;

      /* Update the constants which come from fixed-function state, such as
       * transformation matrices, fog factors, etc.  The rest of the values in
       * the parameters list are explicitly set by the user with glUniform,
       * glProgramParameter(), etc.
       */
      if (params->StateFlags)
         _mesa_load_state_parameters(st->ctx, params);

      _mesa_shader_write_subroutine_indices(st->ctx, stage);

      cb.buffer = NULL;
      cb.user_buffer = params->ParameterValues;
      cb.buffer_offset = 0;
      cb.buffer_size = paramBytes;

      if (ST_DEBUG & DEBUG_CONSTANTS) {
         debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n",
                      __func__, shader_type, params->NumParameters,
                      params->StateFlags);
         _mesa_print_parameter_list(params);
      }

      cso_set_constant_buffer(st->cso_context, shader_type, 0, &cb);
      pipe_resource_reference(&cb.buffer, NULL);

      st->state.constants[shader_type].ptr = params->ParameterValues;
      st->state.constants[shader_type].size = paramBytes;
   }
   else if (st->state.constants[shader_type].ptr) {
      /* Unbind. */
      st->state.constants[shader_type].ptr = NULL;
      st->state.constants[shader_type].size = 0;
      cso_set_constant_buffer(st->cso_context, shader_type, 0, NULL);
   }
}
Пример #6
0
/* Setup all vertex pipeline state, rasterizer state, and fragment shader
 * constants, and issue the draw call for PBO upload/download.
 *
 * The caller is responsible for saving and restoring state, as well as for
 * setting other fragment shader state (fragment shader, samplers), and
 * framebuffer/viewport/DSA/blend state.
 */
bool
st_pbo_draw(struct st_context *st, const struct st_pbo_addresses *addr,
            unsigned surface_width, unsigned surface_height)
{
   struct cso_context *cso = st->cso_context;

   /* Setup vertex and geometry shaders */
   if (!st->pbo.vs) {
      st->pbo.vs = st_pbo_create_vs(st);
      if (!st->pbo.vs)
         return false;
   }

   if (addr->depth != 1 && st->pbo.use_gs && !st->pbo.gs) {
      st->pbo.gs = st_pbo_create_gs(st);
      if (!st->pbo.gs)
         return false;
   }

   cso_set_vertex_shader_handle(cso, st->pbo.vs);

   cso_set_geometry_shader_handle(cso, addr->depth != 1 ? st->pbo.gs : NULL);

   cso_set_tessctrl_shader_handle(cso, NULL);

   cso_set_tesseval_shader_handle(cso, NULL);

   /* Upload vertices */
   {
      struct pipe_vertex_buffer vbo = {0};
      struct pipe_vertex_element velem;

      float x0 = (float) addr->xoffset / surface_width * 2.0f - 1.0f;
      float y0 = (float) addr->yoffset / surface_height * 2.0f - 1.0f;
      float x1 = (float) (addr->xoffset + addr->width) / surface_width * 2.0f - 1.0f;
      float y1 = (float) (addr->yoffset + addr->height) / surface_height * 2.0f - 1.0f;

      float *verts = NULL;

      vbo.stride = 2 * sizeof(float);

      u_upload_alloc(st->pipe->stream_uploader, 0, 8 * sizeof(float), 4,
                     &vbo.buffer_offset, &vbo.buffer.resource, (void **) &verts);
      if (!verts)
         return false;

      verts[0] = x0;
      verts[1] = y0;
      verts[2] = x0;
      verts[3] = y1;
      verts[4] = x1;
      verts[5] = y0;
      verts[6] = x1;
      verts[7] = y1;

      u_upload_unmap(st->pipe->stream_uploader);

      velem.src_offset = 0;
      velem.instance_divisor = 0;
      velem.vertex_buffer_index = 0;
      velem.src_format = PIPE_FORMAT_R32G32_FLOAT;

      cso_set_vertex_elements(cso, 1, &velem);

      cso_set_vertex_buffers(cso, velem.vertex_buffer_index, 1, &vbo);

      pipe_resource_reference(&vbo.buffer.resource, NULL);
   }

   /* Upload constants */
   {
      struct pipe_constant_buffer cb;

      cb.buffer = NULL;
      cb.user_buffer = &addr->constants;
      cb.buffer_offset = 0;
      cb.buffer_size = sizeof(addr->constants);

      cso_set_constant_buffer(cso, PIPE_SHADER_FRAGMENT, 0, &cb);

      pipe_resource_reference(&cb.buffer, NULL);
   }

   /* Rasterizer state */
   cso_set_rasterizer(cso, &st->pbo.raster);

   /* Disable stream output */
   cso_set_stream_outputs(cso, 0, NULL, 0);

   if (addr->depth == 1) {
      cso_draw_arrays(cso, PIPE_PRIM_TRIANGLE_STRIP, 0, 4);
   } else {
      cso_draw_arrays_instanced(cso, PIPE_PRIM_TRIANGLE_STRIP,
                                0, 4, 0, addr->depth);
   }

   return true;
}
Пример #7
0
/**
 * Pass the given program parameters to the graphics pipe as a
 * constant buffer.
 * \param shader_type  either PIPE_SHADER_VERTEX or PIPE_SHADER_FRAGMENT
 */
void st_upload_constants( struct st_context *st,
                          struct gl_program_parameter_list *params,
                          gl_shader_stage stage)
{
   enum pipe_shader_type shader_type = st_shader_stage_to_ptarget(stage);

   assert(shader_type == PIPE_SHADER_VERTEX ||
          shader_type == PIPE_SHADER_FRAGMENT ||
          shader_type == PIPE_SHADER_GEOMETRY ||
          shader_type == PIPE_SHADER_TESS_CTRL ||
          shader_type == PIPE_SHADER_TESS_EVAL ||
          shader_type == PIPE_SHADER_COMPUTE);

   /* update the ATI constants before rendering */
   if (shader_type == PIPE_SHADER_FRAGMENT && st->fp->ati_fs) {
      struct ati_fragment_shader *ati_fs = st->fp->ati_fs;
      unsigned c;

      for (c = 0; c < MAX_NUM_FRAGMENT_CONSTANTS_ATI; c++) {
         if (ati_fs->LocalConstDef & (1 << c))
            memcpy(params->ParameterValues[c],
                   ati_fs->Constants[c], sizeof(GLfloat) * 4);
         else
            memcpy(params->ParameterValues[c],
                   st->ctx->ATIFragmentShader.GlobalConstants[c], sizeof(GLfloat) * 4);
      }
   }

   /* update constants */
   if (params && params->NumParameters) {
      struct pipe_constant_buffer cb;
      const uint paramBytes = params->NumParameters * sizeof(GLfloat) * 4;

      /* Update the constants which come from fixed-function state, such as
       * transformation matrices, fog factors, etc.  The rest of the values in
       * the parameters list are explicitly set by the user with glUniform,
       * glProgramParameter(), etc.
       */
      if (params->StateFlags)
         _mesa_load_state_parameters(st->ctx, params);

      _mesa_shader_write_subroutine_indices(st->ctx, stage);

      /* We always need to get a new buffer, to keep the drivers simple and
       * avoid gratuitous rendering synchronization.
       * Let's use a user buffer to avoid an unnecessary copy.
       */
      if (st->constbuf_uploader) {
         cb.buffer = NULL;
         cb.user_buffer = NULL;
         u_upload_data(st->constbuf_uploader, 0, paramBytes,
                       st->ctx->Const.UniformBufferOffsetAlignment,
                       params->ParameterValues, &cb.buffer_offset, &cb.buffer);
         u_upload_unmap(st->constbuf_uploader);
      } else {
         cb.buffer = NULL;
         cb.user_buffer = params->ParameterValues;
         cb.buffer_offset = 0;
      }
      cb.buffer_size = paramBytes;

      if (ST_DEBUG & DEBUG_CONSTANTS) {
         debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n",
                      __func__, shader_type, params->NumParameters,
                      params->StateFlags);
         _mesa_print_parameter_list(params);
      }

      cso_set_constant_buffer(st->cso_context, shader_type, 0, &cb);
      pipe_resource_reference(&cb.buffer, NULL);

      st->state.constants[shader_type].ptr = params->ParameterValues;
      st->state.constants[shader_type].size = paramBytes;
   }
   else if (st->state.constants[shader_type].ptr) {
      /* Unbind. */
      st->state.constants[shader_type].ptr = NULL;
      st->state.constants[shader_type].size = 0;
      cso_set_constant_buffer(st->cso_context, shader_type, 0, NULL);
   }
}