i965: Upload Shader Storage Buffer Object surfaces

Since these are a special kind of UBOs we emit them together reusing the
same infrastructure, however, we use a RAW surface so we can reuse
existing untyped read/write/atomic messages which include a pixel mask
header that we need to set to obtain correct behavior with helper
invocations of the fragment shader.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This commit is contained in:
Iago Toral Quiroga 2015-03-23 13:48:43 +01:00 committed by Samuel Iglesias Gonsalvez
parent bdbabc57e3
commit 37da6a2acd
2 changed files with 57 additions and 13 deletions

View file

@ -1779,6 +1779,12 @@ void brw_create_constant_surface(struct brw_context *brw,
uint32_t size,
uint32_t *out_offset,
bool dword_pitch);
void brw_create_buffer_surface(struct brw_context *brw,
drm_intel_bo *bo,
uint32_t offset,
uint32_t size,
uint32_t *out_offset,
bool dword_pitch);
void brw_update_buffer_texture_surface(struct gl_context *ctx,
unsigned unit,
uint32_t *surf_offset);

View file

@ -410,6 +410,29 @@ brw_create_constant_surface(struct brw_context *brw,
elements, stride, false);
}
/**
* Create the buffer surface. Shader buffer variables will be
* read from / write to this buffer with Data Port Read/Write
* instructions/messages.
*/
void
brw_create_buffer_surface(struct brw_context *brw,
drm_intel_bo *bo,
uint32_t offset,
uint32_t size,
uint32_t *out_offset,
bool dword_pitch)
{
/* Use a raw surface so we can reuse existing untyped read/write/atomic
* messages. We need these specifically for the fragment shader since they
* include a pixel mask header that we need to ensure correct behavior
* with helper invocations, which cannot write to the buffer.
*/
brw->vtbl.emit_buffer_surface_state(brw, out_offset, bo, offset,
BRW_SURFACEFORMAT_RAW,
size, 1, true);
}
/**
* Set up a binding table entry for use by stream output logic (transform
* feedback).
@ -905,25 +928,40 @@ brw_upload_ubo_surfaces(struct brw_context *brw,
uint32_t *surf_offsets =
&stage_state->surf_offset[prog_data->binding_table.ubo_start];
for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
struct gl_uniform_buffer_binding *binding;
for (int i = 0; i < shader->NumUniformBlocks; i++) {
struct intel_buffer_object *intel_bo;
binding = &ctx->UniformBufferBindings[shader->UniformBlocks[i].Binding];
intel_bo = intel_buffer_object(binding->BufferObject);
drm_intel_bo *bo =
intel_bufferobj_buffer(brw, intel_bo,
binding->Offset,
binding->BufferObject->Size - binding->Offset);
/* Because behavior for referencing outside of the binding's size in the
* glBindBufferRange case is undefined, we can just bind the whole buffer
* glBindBufferBase wants and be a correct implementation.
*/
brw_create_constant_surface(brw, bo, binding->Offset,
bo->size - binding->Offset,
&surf_offsets[i],
dword_pitch);
if (!shader->UniformBlocks[i].IsShaderStorage) {
struct gl_uniform_buffer_binding *binding;
binding =
&ctx->UniformBufferBindings[shader->UniformBlocks[i].Binding];
intel_bo = intel_buffer_object(binding->BufferObject);
drm_intel_bo *bo =
intel_bufferobj_buffer(brw, intel_bo,
binding->Offset,
binding->BufferObject->Size - binding->Offset);
brw_create_constant_surface(brw, bo, binding->Offset,
bo->size - binding->Offset,
&surf_offsets[i],
dword_pitch);
} else {
struct gl_shader_storage_buffer_binding *binding;
binding =
&ctx->ShaderStorageBufferBindings[shader->UniformBlocks[i].Binding];
intel_bo = intel_buffer_object(binding->BufferObject);
drm_intel_bo *bo =
intel_bufferobj_buffer(brw, intel_bo,
binding->Offset,
binding->BufferObject->Size - binding->Offset);
brw_create_buffer_surface(brw, bo, binding->Offset,
bo->size - binding->Offset,
&surf_offsets[i],
dword_pitch);
}
}
if (shader->NumUniformBlocks)